Log how long it takes to compile shaders at the start.

This commit is contained in:
Henrik Rydgard 2016-01-17 20:53:58 +01:00
parent 5cd5812239
commit dfcfb530d7

View File

@ -25,6 +25,7 @@
#include <cstdio>
#include "base/logging.h"
#include "base/timeutil.h"
#include "math/math_util.h"
#include "math/lin/matrix4x4.h"
#include "profiler/profiler.h"
@ -984,6 +985,9 @@ void ShaderManager::LoadAndPrecompile(const std::string &filename) {
fclose(f);
return;
}
time_update();
double start = time_now_d();
for (int i = 0; i < header.numVertexShaders; i++) {
ShaderID id;
fread(&id, 1, sizeof(id), f);
@ -1014,6 +1018,10 @@ void ShaderManager::LoadAndPrecompile(const std::string &filename) {
linkedShaderCache_.push_back(entry);
}
fclose(f);
time_update();
double end = time_now_d();
NOTICE_LOG(G3D, "Compiled and linked %d programs (%d vertex, %d fragment) in %0.1f milliseconds", header.numLinkedPrograms, header.numVertexShaders, header.numFragmentShaders, 1000 * (end - start));
diskCacheDirty_ = false;
}