ppsspp/GPU/GPU.h
Henrik Rydgård 89845eae7a Add GPU stat for number of depth copies per frame
Will be useful for evaluating #15700
2022-07-24 17:12:43 +02:00

125 lines
3.2 KiB
C++

// Copyright (c) 2015- 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/.
#pragma once
#include <cstring>
class GPUInterface;
class GPUDebugInterface;
class GraphicsContext;
enum SkipDrawReasonFlags {
SKIPDRAW_SKIPFRAME = 1,
SKIPDRAW_NON_DISPLAYED_FB = 2, // Skip drawing to FBO:s that have not been displayed.
SKIPDRAW_BAD_FB_TEXTURE = 4,
SKIPDRAW_WINDOW_MINIMIZED = 8, // Don't draw when the host window is minimized.
};
// Global GPU-related utility functions.
// Nothing directly Ge-related in here.
// PSP uses a curious 24-bit float - it's the top 24 bits of a regular IEEE754 32-bit float.
// This is used for light positions, transform matrices, you name it.
inline float getFloat24(unsigned int data) {
data <<= 8;
float f;
memcpy(&f, &data, 4);
return f;
}
// in case we ever want to generate PSP display lists...
inline unsigned int toFloat24(float f) {
unsigned int i;
memcpy(&i, &f, 4);
return i >> 8;
}
struct GPUStatistics {
void Reset() {
// Never add a vtable :)
memset(this, 0, sizeof(*this));
}
void ResetFrame() {
numDrawCalls = 0;
numCachedDrawCalls = 0;
numVertsSubmitted = 0;
numCachedVertsDrawn = 0;
numUncachedVertsDrawn = 0;
numTrackedVertexArrays = 0;
numTextureInvalidations = 0;
numTextureInvalidationsByFramebuffer = 0;
numTexturesHashed = 0;
numTextureSwitches = 0;
numTextureDataBytesHashed = 0;
numShaderSwitches = 0;
numFlushes = 0;
numTexturesDecoded = 0;
numFramebufferEvaluations = 0;
numReadbacks = 0;
numUploads = 0;
numClears = 0;
numDepthCopies = 0;
msProcessingDisplayLists = 0;
vertexGPUCycles = 0;
otherGPUCycles = 0;
memset(gpuCommandsAtCallLevel, 0, sizeof(gpuCommandsAtCallLevel));
}
// Per frame statistics
int numDrawCalls;
int numCachedDrawCalls;
int numFlushes;
int numVertsSubmitted;
int numCachedVertsDrawn;
int numUncachedVertsDrawn;
int numTrackedVertexArrays;
int numTextureInvalidations;
int numTextureInvalidationsByFramebuffer;
int numTexturesHashed;
int numTextureDataBytesHashed;
int numTextureSwitches;
int numShaderSwitches;
int numTexturesDecoded;
int numFramebufferEvaluations;
int numReadbacks;
int numUploads;
int numClears;
int numDepthCopies;
double msProcessingDisplayLists;
int vertexGPUCycles;
int otherGPUCycles;
int gpuCommandsAtCallLevel[4];
// Flip count. Doesn't really belong here.
int numFlips;
};
extern GPUStatistics gpuStats;
extern GPUInterface *gpu;
extern GPUDebugInterface *gpuDebug;
namespace Draw {
class DrawContext;
}
bool GPU_Init(GraphicsContext *ctx, Draw::DrawContext *draw);
bool GPU_IsReady();
void GPU_Shutdown();