ppsspp/GPU/Vulkan/DebugVisVulkan.cpp
Henrik Rydgård 332bb7feeb VK: Whenever safely possible, shrink the render area.
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?
2020-10-11 23:23:25 +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 "Common/System/Display.h"
#include "Common/System/System.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 DrawGPUProfilerVis(UIContext *ui, GPUInterface *gpu) {
if (!gpu) {
return;
}
using namespace Draw;
const int padding = 10 + System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT);
const int starty = 50 + System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP);
int x = padding;
int y = starty;
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(), x, y, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
ui->SetFontScale(1.0f, 1.0f);
ui->Flush();
}