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https://github.com/hrydgard/ppsspp.git
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332bb7feeb
We just set the render area to the union of the scissor rects used in a pass. Might help some games on some mobile hardware, a little bit. Possibly #13464?
125 lines
3.7 KiB
C++
125 lines
3.7 KiB
C++
// Copyright (c) 2016- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Common/Render/DrawBuffer.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/UI/Context.h"
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#include "Common/UI/View.h"
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "DebugVisVulkan.h"
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#include "Common/GPU/Vulkan/VulkanMemory.h"
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#include "Common/GPU/Vulkan/VulkanImage.h"
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#include "GPU/Vulkan/GPU_Vulkan.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "GPU/Vulkan/TextureCacheVulkan.h"
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#undef DrawText
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void DrawAllocatorVis(UIContext *ui, GPUInterface *gpu) {
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if (!gpu) {
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return;
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}
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using namespace Draw;
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const int padding = 10;
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const int columnWidth = 256;
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const int starty = padding * 8;
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int x = padding;
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int y = starty;
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int w = columnWidth; // We will double this when actually drawing to make the pixels visible.
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ui->Begin();
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GPU_Vulkan *gpuVulkan = static_cast<GPU_Vulkan *>(gpu);
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VulkanDeviceAllocator *alloc = gpuVulkan->GetTextureCache()->GetAllocator();
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std::vector<Draw::Texture *> texturesToDelete;
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for (int i = 0; i < alloc->GetSlabCount(); i++) {
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std::vector<uint8_t> usage = alloc->GetSlabUsage(i);
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int h = ((int)usage.size() + w - 1) / w;
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if (y + h + padding > ui->GetBounds().h) {
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y = starty;
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x += columnWidth + padding;
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}
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std::vector<uint8_t> initData(w * h * 4);
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uint32_t *wideData = (uint32_t *)initData.data();
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// Convert to nice colors. If we really wanted to save on memory, we could use a 16-bit texture...
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for (size_t j = 0; j < usage.size(); j++) {
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switch (usage[j]) {
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case 0: wideData[j] = 0xFF333333; break;
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case 1: wideData[j] = 0xFF33FF33; break;
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case 2: wideData[j] = 0xFF3333FF; break;
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default: wideData[j] = 0xFFFF00FF; break; // Magenta - if you see this, need to add more cases.
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}
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}
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Draw::TextureDesc desc{};
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desc.width = w;
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desc.height = h;
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desc.depth = 1;
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desc.format = Draw::DataFormat::R8G8B8A8_UNORM;
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desc.mipLevels = 1;
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desc.type = Draw::TextureType::LINEAR2D;
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desc.tag = "DebugVis";
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desc.initData.push_back(initData.data());
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Draw::DrawContext *draw = ui->GetDrawContext();
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Draw::Texture *tex = draw->CreateTexture(desc);
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UI::Drawable white(0xFFFFFFFF);
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draw->BindTexture(0, tex);
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// Cheap black border.
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ui->Draw()->Rect(x-2, y-2, w+4, h+4, 0xE0000000);
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ui->Draw()->Rect(x, y, w, h, 0xFFFFFFFF);
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ui->Flush();
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texturesToDelete.push_back(tex);
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y += h + padding;
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}
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ui->Flush();
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for (auto iter : texturesToDelete)
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iter->Release();
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}
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void DrawGPUProfilerVis(UIContext *ui, GPUInterface *gpu) {
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if (!gpu) {
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return;
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}
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using namespace Draw;
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const int padding = 10 + System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT);
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const int starty = 50 + System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP);
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int x = padding;
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int y = starty;
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ui->Begin();
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GPU_Vulkan *gpuVulkan = static_cast<GPU_Vulkan *>(gpu);
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std::string text = gpuVulkan->GetGpuProfileString();
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Draw::DrawContext *draw = ui->GetDrawContext();
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ui->SetFontScale(0.4f, 0.4f);
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ui->DrawTextShadow(text.c_str(), x, y, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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ui->SetFontScale(1.0f, 1.0f);
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ui->Flush();
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}
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