dolphin/Source/Core/VideoCommon/Statistics.cpp
Lioncash e981fa2073 VideoCommon/Statistics: Use ImGui::TextUnformatted() where applicable
ImGui::Text() assumes that the incoming text is intended to be
formatted, but we don't actually use it to format anything. We can be
explicit by using the relevant function.

This also has a plus of not needing to go through the formatter itself,
but the gains from that are probably minimal.
2019-06-17 02:27:26 -04:00

127 lines
5.6 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cstring>
#include <string>
#include <utility>
#include "imgui.h"
#include "Common/StringUtil.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VideoConfig.h"
Statistics stats;
void Statistics::ResetFrame()
{
memset(&thisFrame, 0, sizeof(ThisFrame));
}
void Statistics::SwapDL()
{
std::swap(stats.thisFrame.numDLPrims, stats.thisFrame.numPrims);
std::swap(stats.thisFrame.numXFLoadsInDL, stats.thisFrame.numXFLoads);
std::swap(stats.thisFrame.numCPLoadsInDL, stats.thisFrame.numCPLoads);
std::swap(stats.thisFrame.numBPLoadsInDL, stats.thisFrame.numBPLoads);
}
void Statistics::Display()
{
const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
ImGui::SetNextWindowPos(ImVec2(10.0f * scale, 10.0f * scale), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSizeConstraints(ImVec2(275.0f * scale, 400.0f * scale),
ImGui::GetIO().DisplaySize);
if (!ImGui::Begin("Statistics", nullptr, ImGuiWindowFlags_NoNavInputs))
{
ImGui::End();
return;
}
ImGui::Columns(2, "Statistics", true);
const auto draw_statistic = [](const char* name, const char* format, auto&&... args) {
ImGui::TextUnformatted(name);
ImGui::NextColumn();
ImGui::Text(format, std::forward<decltype(args)>(args)...);
ImGui::NextColumn();
};
if (g_ActiveConfig.backend_info.api_type == APIType::Nothing)
{
draw_statistic("Objects", "%d", stats.thisFrame.numDrawnObjects);
draw_statistic("Vertices Loaded", "%d", stats.thisFrame.numVerticesLoaded);
draw_statistic("Triangles Input", "%d", stats.thisFrame.numTrianglesIn);
draw_statistic("Triangles Rejected", "%d", stats.thisFrame.numTrianglesRejected);
draw_statistic("Triangles Culled", "%d", stats.thisFrame.numTrianglesCulled);
draw_statistic("Triangles Clipped", "%d", stats.thisFrame.numTrianglesClipped);
draw_statistic("Triangles Drawn", "%d", stats.thisFrame.numTrianglesDrawn);
draw_statistic("Rasterized Pix", "%d", stats.thisFrame.rasterizedPixels);
draw_statistic("TEV Pix In", "%d", stats.thisFrame.tevPixelsIn);
draw_statistic("TEV Pix Out", "%d", stats.thisFrame.tevPixelsOut);
}
draw_statistic("Textures created", "%d", stats.numTexturesCreated);
draw_statistic("Textures uploaded", "%d", stats.numTexturesUploaded);
draw_statistic("Textures alive", "%d", stats.numTexturesAlive);
draw_statistic("pshaders created", "%d", stats.numPixelShadersCreated);
draw_statistic("pshaders alive", "%d", stats.numPixelShadersAlive);
draw_statistic("vshaders created", "%d", stats.numVertexShadersCreated);
draw_statistic("vshaders alive", "%d", stats.numVertexShadersAlive);
draw_statistic("shaders changes", "%d", stats.thisFrame.numShaderChanges);
draw_statistic("dlists called", "%d", stats.thisFrame.numDListsCalled);
draw_statistic("Primitive joins", "%d", stats.thisFrame.numPrimitiveJoins);
draw_statistic("Draw calls", "%d", stats.thisFrame.numDrawCalls);
draw_statistic("Primitives", "%d", stats.thisFrame.numPrims);
draw_statistic("Primitives (DL)", "%d", stats.thisFrame.numDLPrims);
draw_statistic("XF loads", "%d", stats.thisFrame.numXFLoads);
draw_statistic("XF loads (DL)", "%d", stats.thisFrame.numXFLoadsInDL);
draw_statistic("CP loads", "%d", stats.thisFrame.numCPLoads);
draw_statistic("CP loads (DL)", "%d", stats.thisFrame.numCPLoadsInDL);
draw_statistic("BP loads", "%d", stats.thisFrame.numBPLoads);
draw_statistic("BP loads (DL)", "%d", stats.thisFrame.numBPLoadsInDL);
draw_statistic("Vertex streamed", "%i kB", stats.thisFrame.bytesVertexStreamed / 1024);
draw_statistic("Index streamed", "%i kB", stats.thisFrame.bytesIndexStreamed / 1024);
draw_statistic("Uniform streamed", "%i kB", stats.thisFrame.bytesUniformStreamed / 1024);
draw_statistic("Vertex Loaders", "%d", stats.numVertexLoaders);
draw_statistic("EFB peeks:", "%d", stats.thisFrame.numEFBPeeks);
draw_statistic("EFB pokes:", "%d", stats.thisFrame.numEFBPokes);
ImGui::Columns(1);
ImGui::End();
}
// Is this really needed?
void Statistics::DisplayProj()
{
if (!ImGui::Begin("Projection Statistics", nullptr, ImGuiWindowFlags_NoNavInputs))
{
ImGui::End();
return;
}
ImGui::TextUnformatted("Projection #: X for Raw 6=0 (X for Raw 6!=0)");
ImGui::NewLine();
ImGui::Text("Projection 0: %f (%f) Raw 0: %f", stats.gproj_0, stats.g2proj_0, stats.proj_0);
ImGui::Text("Projection 1: %f (%f)", stats.gproj_1, stats.g2proj_1);
ImGui::Text("Projection 2: %f (%f) Raw 1: %f", stats.gproj_2, stats.g2proj_2, stats.proj_1);
ImGui::Text("Projection 3: %f (%f)", stats.gproj_3, stats.g2proj_3);
ImGui::Text("Projection 4: %f (%f)", stats.gproj_4, stats.g2proj_4);
ImGui::Text("Projection 5: %f (%f) Raw 2: %f", stats.gproj_5, stats.g2proj_5, stats.proj_2);
ImGui::Text("Projection 6: %f (%f) Raw 3: %f", stats.gproj_6, stats.g2proj_6, stats.proj_3);
ImGui::Text("Projection 7: %f (%f)", stats.gproj_7, stats.g2proj_7);
ImGui::Text("Projection 8: %f (%f)", stats.gproj_8, stats.g2proj_8);
ImGui::Text("Projection 9: %f (%f)", stats.gproj_9, stats.g2proj_9);
ImGui::Text("Projection 10: %f (%f) Raw 4: %f", stats.gproj_10, stats.g2proj_10, stats.proj_4);
ImGui::Text("Projection 11: %f (%f) Raw 5: %f", stats.gproj_11, stats.g2proj_11, stats.proj_5);
ImGui::Text("Projection 12: %f (%f)", stats.gproj_12, stats.g2proj_12);
ImGui::Text("Projection 13: %f (%f)", stats.gproj_13, stats.g2proj_13);
ImGui::Text("Projection 14: %f (%f)", stats.gproj_14, stats.g2proj_14);
ImGui::Text("Projection 15: %f (%f)", stats.gproj_15, stats.g2proj_15);
ImGui::End();
}