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https://github.com/hrydgard/ppsspp.git
synced 2024-11-26 23:10:38 +00:00
Some realtime profiling stuff. Enable FZ (flush-to-zero) mode.
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f3749d8abe
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@ -112,6 +112,7 @@ if(NOT MSVC)
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add_definitions(-O2)
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add_definitions(-Wno-multichar)
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add_definitions(-fno-strict-aliasing)
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add_definitions(-ffast-math)
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if(NOT APPLE)
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add_definitions(-Wno-psabi)
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add_definitions(-D_XOPEN_SOURCE=600 -D_XOPEN_SOURCE_EXTENDED -D__BSD_VISIBLE=1)
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@ -211,6 +211,9 @@ void hleEnterVblank(u64 userdata, int cyclesLate) {
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char stats[512];
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sprintf(stats,
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"Frames: %i\n"
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"DL processing time: %0.2f ms\n"
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"Kernel processing time: %0.2f ms\n"
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"Slowest syscall: %s : %0.2f ms\n"
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"Draw calls: %i\n"
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"Draw flushes: %i\n"
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"Vertices Transformed: %i\n"
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@ -221,6 +224,10 @@ void hleEnterVblank(u64 userdata, int cyclesLate) {
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"Fragment shaders loaded: %i\n"
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"Combined shaders loaded: %i\n",
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gpuStats.numFrames,
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gpuStats.msProcessingDisplayLists * 1000.0f,
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kernelStats.msInSyscalls * 1000.0f,
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kernelStats.slowestSyscallName ? kernelStats.slowestSyscallName : "(none)",
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kernelStats.slowestSyscallTime * 1000.0f,
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gpuStats.numDrawCalls,
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gpuStats.numFlushes,
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gpuStats.numVertsTransformed,
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@ -238,6 +245,7 @@ void hleEnterVblank(u64 userdata, int cyclesLate) {
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PPGeEnd();
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gpuStats.resetFrame();
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kernelStats.ResetFrame();
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}
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host->EndFrame();
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@ -199,7 +199,7 @@ void GLES_GPU::DumpNextFrame() {
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}
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void GLES_GPU::BeginFrame() {
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TextureCache_Decimate();
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TextureCache_StartFrame();
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if (dumpNextFrame_) {
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NOTICE_LOG(G3D, "DUMPING THIS FRAME");
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@ -166,7 +166,8 @@ void FramebufferManager::DrawActiveTexture(float w, float h, bool flip) {
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Matrix4x4 ortho;
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ortho.setOrtho(0, 480, 272, 0, -1, 1);
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glUniformMatrix4fv(draw2dprogram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(draw2dprogram->a_position);
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glEnableVertexAttribArray(draw2dprogram->a_texcoord0);
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glVertexAttribPointer(draw2dprogram->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
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@ -598,6 +598,13 @@ void convertColors(u8 *finalBuf, GLuint dstFmt, int numPixels) {
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}
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}
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int lastBoundTexture = -1;
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void TextureCache_StartFrame() {
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lastBoundTexture = -1;
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TextureCache_Decimate();
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}
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void PSPSetTexture() {
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u32 texaddr = (gstate.texaddr[0] & 0xFFFFF0) | ((gstate.texbufwidth[0]<<8) & 0xFF000000);
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texaddr &= 0xFFFFFFF;
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@ -656,7 +663,10 @@ void PSPSetTexture() {
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if (match) {
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//got one!
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entry.frameCounter = gpuStats.numFrames;
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glBindTexture(GL_TEXTURE_2D, entry.texture);
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if (entry.texture != lastBoundTexture) {
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glBindTexture(GL_TEXTURE_2D, entry.texture);
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lastBoundTexture = entry.texture;
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}
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UpdateSamplingParams(entry, false);
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DEBUG_LOG(G3D, "Texture at %08x Found in Cache, applying", texaddr);
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return; //Done!
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@ -24,6 +24,7 @@ void PSPSetTexture();
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void TextureCache_Init();
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void TextureCache_Shutdown();
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void TextureCache_Clear(bool delete_them);
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void TextureCache_StartFrame();
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void TextureCache_Decimate(); // Run this once per frame to get rid of old textures.
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void TextureCache_Invalidate(u32 addr, int size, bool force);
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void TextureCache_InvalidateAll(bool force);
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@ -1,3 +1,4 @@
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#include "base/timeutil.h"
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#include "../Core/MemMap.h"
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#include "GeDisasm.h"
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#include "GPUCommon.h"
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@ -41,7 +42,6 @@ u32 GPUCommon::EnqueueList(u32 listpc, u32 stall, int subIntrBase, bool head)
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void GPUCommon::UpdateStall(int listid, u32 newstall)
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{
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for (auto iter = dlQueue.begin(); iter != dlQueue.end(); ++iter)
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{
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DisplayList &cur = *iter;
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@ -56,6 +56,8 @@ void GPUCommon::UpdateStall(int listid, u32 newstall)
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bool GPUCommon::InterpretList(DisplayList &list)
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{
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time_update();
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double start = time_now_d();
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currentList = &list;
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// Reset stackptr for safety
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stackptr = 0;
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@ -91,13 +93,15 @@ bool GPUCommon::InterpretList(DisplayList &list)
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list.pc += 4;
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prev = op;
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}
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time_update();
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gpuStats.msProcessingDisplayLists += time_now_d() - start;
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return true;
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}
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bool GPUCommon::ProcessDLQueue()
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{
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DisplayListQueue::iterator iter = dlQueue.begin();
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while (!(iter == dlQueue.end()))
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while (iter != dlQueue.end())
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{
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DisplayList &l = *iter;
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DEBUG_LOG(G3D,"Okay, starting DL execution at %08x - stall = %08x", l.pc, l.stall);
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@ -263,6 +263,7 @@ struct GPUStatistics
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numShaderSwitches = 0;
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numFlushes = 0;
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numTexturesDecoded = 0;
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msProcessingDisplayLists = 0;
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}
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// Per frame statistics
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@ -274,6 +275,7 @@ struct GPUStatistics
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int numTextureSwitches;
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int numShaderSwitches;
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int numTexturesDecoded;
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double msProcessingDisplayLists;
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// Total statistics, updated by the GPU core in UpdateStats
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int numFrames;
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@ -41,6 +41,7 @@
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EmuScreen::EmuScreen(const std::string &filename) : invalid_(true)
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{
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CheckGLExtensions();
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std::string fileToStart = filename;
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// This is probably where we should start up the emulated PSP.
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INFO_LOG(BOOT, "Starting up hardware.");
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@ -31,6 +31,7 @@
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#include "gfx/gl_lost_manager.h"
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#include "gfx/texture.h"
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#include "input/input_state.h"
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#include "math/math_util.h"
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#include "math/lin/matrix4x4.h"
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#include "ui/screen.h"
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#include "ui/ui.h"
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@ -155,6 +156,7 @@ void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, boo
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void NativeInit(int argc, const char *argv[], const char *savegame_directory, const char *external_directory, const char *installID)
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{
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EnableFZ();
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std::string user_data_path = savegame_directory;
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// We want this to be FIRST.
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@ -308,6 +310,11 @@ void NativeInitGraphics()
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void NativeRender()
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{
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EnableFZ();
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// Clearing the screen at the start of the frame is an optimization for tiled mobile GPUs, as it then doesn't need to keep it around between frames.
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glClearColor(0,0,0,1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glstate.Restore();
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glViewport(0, 0, pixel_xres, pixel_yres);
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Matrix4x4 ortho;
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2
native
2
native
@ -1 +1 @@
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Subproject commit c63061ddfd5aec3b9dd51aa4c71150de905d8d1e
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Subproject commit 7ceecd22b421c697d4d8c8ad6bda7654226be8ca
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