ppsspp/GPU/Vulkan/DebugVisVulkan.cpp
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

125 lines
3.7 KiB
C++

// Copyright (c) 2016- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Common/Render/DrawBuffer.h"
#include "Common/GPU/thin3d.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "DebugVisVulkan.h"
#include "Common/GPU/Vulkan/VulkanMemory.h"
#include "Common/GPU/Vulkan/VulkanImage.h"
#include "GPU/Vulkan/GPU_Vulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#undef DrawText
void DrawAllocatorVis(UIContext *ui, GPUInterface *gpu) {
if (!gpu) {
return;
}
using namespace Draw;
const int padding = 10;
const int columnWidth = 256;
const int starty = padding * 8;
int x = padding;
int y = starty;
int w = columnWidth; // We will double this when actually drawing to make the pixels visible.
ui->Begin();
GPU_Vulkan *gpuVulkan = static_cast<GPU_Vulkan *>(gpu);
VulkanDeviceAllocator *alloc = gpuVulkan->GetTextureCache()->GetAllocator();
std::vector<Draw::Texture *> texturesToDelete;
for (int i = 0; i < alloc->GetSlabCount(); i++) {
std::vector<uint8_t> usage = alloc->GetSlabUsage(i);
int h = ((int)usage.size() + w - 1) / w;
if (y + h + padding > ui->GetBounds().h) {
y = starty;
x += columnWidth + padding;
}
std::vector<uint8_t> initData(w * h * 4);
uint32_t *wideData = (uint32_t *)initData.data();
// Convert to nice colors. If we really wanted to save on memory, we could use a 16-bit texture...
for (size_t j = 0; j < usage.size(); j++) {
switch (usage[j]) {
case 0: wideData[j] = 0xFF333333; break;
case 1: wideData[j] = 0xFF33FF33; break;
case 2: wideData[j] = 0xFF3333FF; break;
default: wideData[j] = 0xFFFF00FF; break; // Magenta - if you see this, need to add more cases.
}
}
Draw::TextureDesc desc{};
desc.width = w;
desc.height = h;
desc.depth = 1;
desc.format = Draw::DataFormat::R8G8B8A8_UNORM;
desc.mipLevels = 1;
desc.type = Draw::TextureType::LINEAR2D;
desc.tag = "DebugVis";
desc.initData.push_back(initData.data());
Draw::DrawContext *draw = ui->GetDrawContext();
Draw::Texture *tex = draw->CreateTexture(desc);
UI::Drawable white(0xFFFFFFFF);
draw->BindTexture(0, tex);
// Cheap black border.
ui->Draw()->Rect(x-2, y-2, w+4, h+4, 0xE0000000);
ui->Draw()->Rect(x, y, w, h, 0xFFFFFFFF);
ui->Flush();
texturesToDelete.push_back(tex);
y += h + padding;
}
ui->Flush();
for (auto iter : texturesToDelete)
iter->Release();
}
void DrawProfilerVis(UIContext *ui, GPUInterface *gpu) {
if (!gpu) {
return;
}
using namespace Draw;
const int padding = 10;
const int columnWidth = 256;
const int starty = padding * 8;
int x = padding;
int y = starty;
int w = columnWidth; // We will double this when actually drawing to make the pixels visible.
ui->Begin();
GPU_Vulkan *gpuVulkan = static_cast<GPU_Vulkan *>(gpu);
std::string text = gpuVulkan->GetGpuProfileString();
Draw::DrawContext *draw = ui->GetDrawContext();
ui->SetFontScale(0.4f, 0.4f);
ui->DrawTextShadow(text.c_str(), 10, 50, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
ui->SetFontScale(1.0f, 1.0f);
ui->Flush();
}