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2b9389202e
This header doesn't actually make use of MathUtil.h within itself, so this can be removed. Many other source files used VideoCommon.h as an indirect include to include MathUtil.h, so these includes can also be adjusted. While we're at it, we can also migrate valid inclusions of VideoCommon.h into cpp files where it can feasibly be done to minimize propagating it via other headers.
125 lines
5.3 KiB
C++
125 lines
5.3 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/Statistics.h"
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#include <utility>
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#include <imgui.h>
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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Statistics g_stats;
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void Statistics::ResetFrame()
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{
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this_frame = {};
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}
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void Statistics::SwapDL()
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{
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std::swap(this_frame.num_dl_prims, this_frame.num_prims);
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std::swap(this_frame.num_xf_loads_in_dl, this_frame.num_xf_loads);
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std::swap(this_frame.num_cp_loads_in_dl, this_frame.num_cp_loads);
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std::swap(this_frame.num_bp_loads_in_dl, this_frame.num_bp_loads);
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}
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void Statistics::Display() const
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{
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const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
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ImGui::SetNextWindowPos(ImVec2(10.0f * scale, 10.0f * scale), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSizeConstraints(ImVec2(275.0f * scale, 400.0f * scale),
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ImGui::GetIO().DisplaySize);
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if (!ImGui::Begin("Statistics", nullptr, ImGuiWindowFlags_NoNavInputs))
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{
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ImGui::End();
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return;
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}
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ImGui::Columns(2, "Statistics", true);
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const auto draw_statistic = [](const char* name, const char* format, auto&&... args) {
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ImGui::TextUnformatted(name);
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ImGui::NextColumn();
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ImGui::Text(format, std::forward<decltype(args)>(args)...);
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ImGui::NextColumn();
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};
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if (g_ActiveConfig.backend_info.api_type == APIType::Nothing)
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{
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draw_statistic("Objects", "%d", this_frame.num_drawn_objects);
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draw_statistic("Vertices Loaded", "%d", this_frame.num_vertices_loaded);
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draw_statistic("Triangles Input", "%d", this_frame.num_triangles_in);
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draw_statistic("Triangles Rejected", "%d", this_frame.num_triangles_rejected);
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draw_statistic("Triangles Culled", "%d", this_frame.num_triangles_culled);
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draw_statistic("Triangles Clipped", "%d", this_frame.num_triangles_clipped);
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draw_statistic("Triangles Drawn", "%d", this_frame.num_triangles_drawn);
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draw_statistic("Rasterized Pix", "%d", this_frame.rasterized_pixels);
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draw_statistic("TEV Pix In", "%d", this_frame.tev_pixels_in);
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draw_statistic("TEV Pix Out", "%d", this_frame.tev_pixels_out);
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}
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draw_statistic("Textures created", "%d", num_textures_created);
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draw_statistic("Textures uploaded", "%d", num_textures_uploaded);
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draw_statistic("Textures alive", "%d", num_textures_alive);
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draw_statistic("pshaders created", "%d", num_pixel_shaders_created);
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draw_statistic("pshaders alive", "%d", num_pixel_shaders_alive);
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draw_statistic("vshaders created", "%d", num_vertex_shaders_created);
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draw_statistic("vshaders alive", "%d", num_vertex_shaders_alive);
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draw_statistic("shaders changes", "%d", this_frame.num_shader_changes);
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draw_statistic("dlists called", "%d", this_frame.num_dlists_called);
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draw_statistic("Primitive joins", "%d", this_frame.num_primitive_joins);
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draw_statistic("Draw calls", "%d", this_frame.num_draw_calls);
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draw_statistic("Primitives", "%d", this_frame.num_prims);
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draw_statistic("Primitives (DL)", "%d", this_frame.num_dl_prims);
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draw_statistic("XF loads", "%d", this_frame.num_xf_loads);
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draw_statistic("XF loads (DL)", "%d", this_frame.num_xf_loads_in_dl);
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draw_statistic("CP loads", "%d", this_frame.num_cp_loads);
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draw_statistic("CP loads (DL)", "%d", this_frame.num_cp_loads_in_dl);
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draw_statistic("BP loads", "%d", this_frame.num_bp_loads);
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draw_statistic("BP loads (DL)", "%d", this_frame.num_bp_loads_in_dl);
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draw_statistic("Vertex streamed", "%i kB", this_frame.bytes_vertex_streamed / 1024);
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draw_statistic("Index streamed", "%i kB", this_frame.bytes_index_streamed / 1024);
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draw_statistic("Uniform streamed", "%i kB", this_frame.bytes_uniform_streamed / 1024);
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draw_statistic("Vertex Loaders", "%d", num_vertex_loaders);
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draw_statistic("EFB peeks:", "%d", this_frame.num_efb_peeks);
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draw_statistic("EFB pokes:", "%d", this_frame.num_efb_pokes);
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ImGui::Columns(1);
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ImGui::End();
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}
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// Is this really needed?
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void Statistics::DisplayProj() const
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{
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if (!ImGui::Begin("Projection Statistics", nullptr, ImGuiWindowFlags_NoNavInputs))
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{
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ImGui::End();
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return;
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}
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ImGui::TextUnformatted("Projection #: X for Raw 6=0 (X for Raw 6!=0)");
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ImGui::NewLine();
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ImGui::Text("Projection 0: %f (%f) Raw 0: %f", gproj[0], g2proj[0], proj[0]);
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ImGui::Text("Projection 1: %f (%f)", gproj[1], g2proj[1]);
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ImGui::Text("Projection 2: %f (%f) Raw 1: %f", gproj[2], g2proj[2], proj[1]);
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ImGui::Text("Projection 3: %f (%f)", gproj[3], g2proj[3]);
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ImGui::Text("Projection 4: %f (%f)", gproj[4], g2proj[4]);
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ImGui::Text("Projection 5: %f (%f) Raw 2: %f", gproj[5], g2proj[5], proj[2]);
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ImGui::Text("Projection 6: %f (%f) Raw 3: %f", gproj[6], g2proj[6], proj[3]);
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ImGui::Text("Projection 7: %f (%f)", gproj[7], g2proj[7]);
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ImGui::Text("Projection 8: %f (%f)", gproj[8], g2proj[8]);
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ImGui::Text("Projection 9: %f (%f)", gproj[9], g2proj[9]);
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ImGui::Text("Projection 10: %f (%f) Raw 4: %f", gproj[10], g2proj[10], proj[4]);
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ImGui::Text("Projection 11: %f (%f) Raw 5: %f", gproj[11], g2proj[11], proj[5]);
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ImGui::Text("Projection 12: %f (%f)", gproj[12], g2proj[12]);
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ImGui::Text("Projection 13: %f (%f)", gproj[13], g2proj[13]);
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ImGui::Text("Projection 14: %f (%f)", gproj[14], g2proj[14]);
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ImGui::Text("Projection 15: %f (%f)", gproj[15], g2proj[15]);
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ImGui::End();
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}
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