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Add a new stat, so we can see per game if the optimization has an effect
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parent
1c49d5718c
commit
e63bb0459c
6 changed files with 8 additions and 1 deletions
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@ -727,6 +727,7 @@ rotateVBO:
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gpuStats.numFlushes++;
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gpuStats.numDrawCalls += numDrawInds_;
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gpuStats.numVertexDecodes += numDrawVerts_;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
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indexGen.Reset();
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@ -668,6 +668,7 @@ rotateVBO:
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gpuStats.numFlushes++;
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gpuStats.numDrawCalls += numDrawInds_;
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gpuStats.numVertexDecodes += numDrawVerts_;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
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// TODO: The below should be shared.
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@ -475,6 +475,7 @@ void DrawEngineGLES::DoFlush() {
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bail:
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gpuStats.numFlushes++;
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gpuStats.numDrawCalls += numDrawInds_;
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gpuStats.numVertexDecodes += numDrawVerts_;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
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// TODO: When the next flush has the same vertex format, we can continue with the same offset in the vertex buffer,
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@ -75,6 +75,7 @@ struct GPUStatistics {
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void ResetFrame() {
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numDrawCalls = 0;
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numVertexDecodes = 0;
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numDrawSyncs = 0;
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numListSyncs = 0;
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numCachedDrawCalls = 0;
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@ -111,6 +112,7 @@ struct GPUStatistics {
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// Per frame statistics
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int numDrawCalls;
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int numVertexDecodes;
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int numDrawSyncs;
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int numListSyncs;
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int numCachedDrawCalls;
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@ -1647,7 +1647,7 @@ size_t GPUCommonHW::FormatGPUStatsCommon(char *buffer, size_t size) {
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float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
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return snprintf(buffer, size,
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"DL processing time: %0.2f ms, %d drawsync, %d listsync\n"
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"Draw calls: %d, flushes %d, clears %d, bbox jumps %d (%d updates)\n"
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"Draw: %d (%d dec), flushes %d, clears %d, bbox jumps %d (%d updates)\n"
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"Cached draws: %d (tracked: %d)\n"
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"Vertices: %d cached: %d uncached: %d\n"
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"FBOs active: %d (evaluations: %d)\n"
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@ -1660,6 +1660,7 @@ size_t GPUCommonHW::FormatGPUStatsCommon(char *buffer, size_t size) {
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gpuStats.numDrawSyncs,
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gpuStats.numListSyncs,
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gpuStats.numDrawCalls,
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gpuStats.numVertexDecodes,
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gpuStats.numFlushes,
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gpuStats.numClears,
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gpuStats.numBBOXJumps,
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@ -1016,6 +1016,7 @@ void DrawEngineVulkan::DoFlush() {
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gpuStats.numFlushes++;
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gpuStats.numDrawCalls += numDrawInds_;
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gpuStats.numVertexDecodes += numDrawVerts_;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
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indexGen.Reset();
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