mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-16 11:09:16 +01:00
04c06ec661
Makes the members within the interface much nicer to look at, and also makes copying them over much nicer too.
124 lines
5.5 KiB
C++
124 lines
5.5 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/VideoConfig.h"
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Statistics stats;
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void Statistics::ResetFrame()
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{
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thisFrame = {};
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}
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void Statistics::SwapDL()
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{
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std::swap(stats.thisFrame.numDLPrims, stats.thisFrame.numPrims);
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std::swap(stats.thisFrame.numXFLoadsInDL, stats.thisFrame.numXFLoads);
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std::swap(stats.thisFrame.numCPLoadsInDL, stats.thisFrame.numCPLoads);
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std::swap(stats.thisFrame.numBPLoadsInDL, stats.thisFrame.numBPLoads);
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}
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void Statistics::Display()
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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", stats.thisFrame.numDrawnObjects);
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draw_statistic("Vertices Loaded", "%d", stats.thisFrame.numVerticesLoaded);
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draw_statistic("Triangles Input", "%d", stats.thisFrame.numTrianglesIn);
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draw_statistic("Triangles Rejected", "%d", stats.thisFrame.numTrianglesRejected);
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draw_statistic("Triangles Culled", "%d", stats.thisFrame.numTrianglesCulled);
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draw_statistic("Triangles Clipped", "%d", stats.thisFrame.numTrianglesClipped);
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draw_statistic("Triangles Drawn", "%d", stats.thisFrame.numTrianglesDrawn);
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draw_statistic("Rasterized Pix", "%d", stats.thisFrame.rasterizedPixels);
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draw_statistic("TEV Pix In", "%d", stats.thisFrame.tevPixelsIn);
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draw_statistic("TEV Pix Out", "%d", stats.thisFrame.tevPixelsOut);
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}
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draw_statistic("Textures created", "%d", stats.numTexturesCreated);
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draw_statistic("Textures uploaded", "%d", stats.numTexturesUploaded);
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draw_statistic("Textures alive", "%d", stats.numTexturesAlive);
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draw_statistic("pshaders created", "%d", stats.numPixelShadersCreated);
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draw_statistic("pshaders alive", "%d", stats.numPixelShadersAlive);
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draw_statistic("vshaders created", "%d", stats.numVertexShadersCreated);
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draw_statistic("vshaders alive", "%d", stats.numVertexShadersAlive);
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draw_statistic("shaders changes", "%d", stats.thisFrame.numShaderChanges);
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draw_statistic("dlists called", "%d", stats.thisFrame.numDListsCalled);
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draw_statistic("Primitive joins", "%d", stats.thisFrame.numPrimitiveJoins);
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draw_statistic("Draw calls", "%d", stats.thisFrame.numDrawCalls);
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draw_statistic("Primitives", "%d", stats.thisFrame.numPrims);
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draw_statistic("Primitives (DL)", "%d", stats.thisFrame.numDLPrims);
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draw_statistic("XF loads", "%d", stats.thisFrame.numXFLoads);
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draw_statistic("XF loads (DL)", "%d", stats.thisFrame.numXFLoadsInDL);
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draw_statistic("CP loads", "%d", stats.thisFrame.numCPLoads);
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draw_statistic("CP loads (DL)", "%d", stats.thisFrame.numCPLoadsInDL);
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draw_statistic("BP loads", "%d", stats.thisFrame.numBPLoads);
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draw_statistic("BP loads (DL)", "%d", stats.thisFrame.numBPLoadsInDL);
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draw_statistic("Vertex streamed", "%i kB", stats.thisFrame.bytesVertexStreamed / 1024);
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draw_statistic("Index streamed", "%i kB", stats.thisFrame.bytesIndexStreamed / 1024);
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draw_statistic("Uniform streamed", "%i kB", stats.thisFrame.bytesUniformStreamed / 1024);
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draw_statistic("Vertex Loaders", "%d", stats.numVertexLoaders);
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draw_statistic("EFB peeks:", "%d", stats.thisFrame.numEFBPeeks);
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draw_statistic("EFB pokes:", "%d", stats.thisFrame.numEFBPokes);
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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()
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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", stats.gproj[0], stats.g2proj[0], stats.proj[0]);
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ImGui::Text("Projection 1: %f (%f)", stats.gproj[1], stats.g2proj[1]);
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ImGui::Text("Projection 2: %f (%f) Raw 1: %f", stats.gproj[2], stats.g2proj[2], stats.proj[1]);
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ImGui::Text("Projection 3: %f (%f)", stats.gproj[3], stats.g2proj[3]);
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ImGui::Text("Projection 4: %f (%f)", stats.gproj[4], stats.g2proj[4]);
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ImGui::Text("Projection 5: %f (%f) Raw 2: %f", stats.gproj[5], stats.g2proj[5], stats.proj[2]);
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ImGui::Text("Projection 6: %f (%f) Raw 3: %f", stats.gproj[6], stats.g2proj[6], stats.proj[3]);
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ImGui::Text("Projection 7: %f (%f)", stats.gproj[7], stats.g2proj[7]);
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ImGui::Text("Projection 8: %f (%f)", stats.gproj[8], stats.g2proj[8]);
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ImGui::Text("Projection 9: %f (%f)", stats.gproj[9], stats.g2proj[9]);
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ImGui::Text("Projection 10: %f (%f) Raw 4: %f", stats.gproj[10], stats.g2proj[10], stats.proj[4]);
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ImGui::Text("Projection 11: %f (%f) Raw 5: %f", stats.gproj[11], stats.g2proj[11], stats.proj[5]);
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ImGui::Text("Projection 12: %f (%f)", stats.gproj[12], stats.g2proj[12]);
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ImGui::Text("Projection 13: %f (%f)", stats.gproj[13], stats.g2proj[13]);
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ImGui::Text("Projection 14: %f (%f)", stats.gproj[14], stats.g2proj[14]);
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ImGui::Text("Projection 15: %f (%f)", stats.gproj[15], stats.g2proj[15]);
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ImGui::End();
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}
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