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Add a new GPU stat (DrawPixels), kinda heavy since creates textures. GoW does 20-ish per frame.
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3 changed files with 8 additions and 3 deletions
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@ -1418,10 +1418,12 @@ Draw::Texture *FramebufferManagerCommon::MakePixelTexture(const u8 *srcPixels, G
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};
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// Hot Shots Golf (#12355) does tons of these in a frame in some situations! So creating textures
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// better be fast.
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// better be fast. So does God of War, a lot of the time, a bit unclear what it's doing.
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Draw::Texture *tex = draw_->CreateTexture(desc);
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if (!tex)
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if (!tex) {
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ERROR_LOG(G3D, "Failed to create DrawPixels texture");
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}
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gpuStats.numDrawPixels++;
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return tex;
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}
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@ -100,6 +100,7 @@ struct GPUStatistics {
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numColorCopies = 0;
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numCopiesForShaderBlend = 0;
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numCopiesForSelfTex = 0;
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numDrawPixels = 0;
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numReplacerTrackedTex = 0;
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numCachedReplacedTextures = 0;
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msProcessingDisplayLists = 0;
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@ -135,6 +136,7 @@ struct GPUStatistics {
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int numColorCopies;
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int numCopiesForShaderBlend;
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int numCopiesForSelfTex;
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int numDrawPixels;
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int numReplacerTrackedTex;
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int numCachedReplacedTextures;
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double msProcessingDisplayLists;
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@ -1652,7 +1652,7 @@ size_t GPUCommonHW::FormatGPUStatsCommon(char *buffer, size_t size) {
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"Textures: %d, dec: %d, invalidated: %d, hashed: %d kB\n"
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"readbacks %d (%d non-block), uploads %d, depal %d\n"
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"replacer: tracks %d references, %d unique textures\n"
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"Copies: depth %d, color %d, reint %d, blend %d, selftex %d\n"
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"Cpy: depth %d, color %d, reint %d, blend %d, self %d, drawpix %d\n"
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"GPU cycles executed: %d (%f per vertex)\n",
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gpuStats.msProcessingDisplayLists * 1000.0f,
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gpuStats.numDrawSyncs,
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@ -1682,6 +1682,7 @@ size_t GPUCommonHW::FormatGPUStatsCommon(char *buffer, size_t size) {
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gpuStats.numReinterpretCopies,
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gpuStats.numCopiesForShaderBlend,
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gpuStats.numCopiesForSelfTex,
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gpuStats.numDrawPixels,
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gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
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vertexAverageCycles
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);
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