- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead. The only feature this value was ever used for was texture warping.
278 lines
8.5 KiB
C++
278 lines
8.5 KiB
C++
/*
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**
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** This is a copy of the regular cycle_t from a time when that was based
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** on QueryPerformanceCounter which is too costly for real-time profiling.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2007-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <intrin.h>
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#elif defined __APPLE__
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#include <sys/sysctl.h>
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#endif
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#include "i_system.h"
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#include "g_level.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "r_utility.h"
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#include "v_video.h"
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#include "g_levellocals.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_convert.h"
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#include "i_time.h"
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glcycle_t RenderWall,SetupWall,ClipWall;
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glcycle_t RenderFlat,SetupFlat;
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glcycle_t RenderSprite,SetupSprite;
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glcycle_t All, Finish, PortalAll, Bsp;
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glcycle_t ProcessAll;
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glcycle_t RenderAll;
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glcycle_t Dirty;
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glcycle_t drawcalls;
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int vertexcount, flatvertices, flatprimitives;
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int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals;
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int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
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double gl_SecondsPerCycle = 1e-8;
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double gl_MillisecPerCycle = 1e-5; // 100 MHz
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// For GL timing the performance counter is far too costly so we still need RDTSC
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// even though it may not be perfect.
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void gl_CalculateCPUSpeed ()
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{
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#ifdef _WIN32
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LARGE_INTEGER freq;
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QueryPerformanceFrequency (&freq);
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if (freq.QuadPart != 0)
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{
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LARGE_INTEGER count1, count2;
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unsigned minDiff;
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int64_t ClockCalibration = 0;
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// Count cycles for at least 55 milliseconds.
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// The performance counter is very low resolution compared to CPU
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// speeds today, so the longer we count, the more accurate our estimate.
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// On the other hand, we don't want to count too long, because we don't
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// want the user to notice us spend time here, since most users will
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// probably never use the performance statistics.
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minDiff = freq.LowPart * 11 / 200;
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// Minimize the chance of task switching during the testing by going very
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// high priority. This is another reason to avoid timing for too long.
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SetPriorityClass (GetCurrentProcess (), REALTIME_PRIORITY_CLASS);
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SetThreadPriority (GetCurrentThread (), THREAD_PRIORITY_TIME_CRITICAL);
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ClockCalibration = __rdtsc();
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QueryPerformanceCounter (&count1);
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do
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{
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QueryPerformanceCounter (&count2);
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} while ((uint32_t)((uint64_t)count2.QuadPart - (uint64_t)count1.QuadPart) < minDiff);
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ClockCalibration = __rdtsc() - ClockCalibration;
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QueryPerformanceCounter (&count2);
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SetPriorityClass (GetCurrentProcess (), NORMAL_PRIORITY_CLASS);
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SetThreadPriority (GetCurrentThread (), THREAD_PRIORITY_NORMAL);
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double CyclesPerSecond = (double)ClockCalibration *
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(double)freq.QuadPart /
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(double)((__int64)count2.QuadPart - (__int64)count1.QuadPart);
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gl_SecondsPerCycle = 1.0 / CyclesPerSecond;
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gl_MillisecPerCycle = 1000.0 / CyclesPerSecond;
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}
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#elif defined __APPLE__
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long long frequency;
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size_t size = sizeof frequency;
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if (0 == sysctlbyname("machdep.tsc.frequency", &frequency, &size, nullptr, 0) && 0 != frequency)
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{
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gl_SecondsPerCycle = 1.0 / frequency;
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gl_MillisecPerCycle = 1000.0 / frequency;
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}
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#endif
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}
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void ResetProfilingData()
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{
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All.Reset();
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All.Clock();
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Bsp.Reset();
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PortalAll.Reset();
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RenderAll.Reset();
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ProcessAll.Reset();
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RenderWall.Reset();
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SetupWall.Reset();
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ClipWall.Reset();
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RenderFlat.Reset();
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SetupFlat.Reset();
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RenderSprite.Reset();
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SetupSprite.Reset();
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drawcalls.Reset();
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flatvertices=flatprimitives=vertexcount=0;
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render_texsplit=render_vertexsplit=rendered_lines=rendered_flats=rendered_sprites=rendered_decals=rendered_portals = 0;
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}
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//-----------------------------------------------------------------------------
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//
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// Rendering statistics
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//
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//-----------------------------------------------------------------------------
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static void AppendRenderTimes(FString &str)
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{
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double setupwall = SetupWall.TimeMS();
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double clipwall = ClipWall.TimeMS() - SetupWall.TimeMS();
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double bsp = Bsp.TimeMS() - ClipWall.TimeMS() - SetupFlat.TimeMS() - SetupSprite.TimeMS();
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str.AppendFormat("W: Render=%2.3f, Setup=%2.3f, Clip=%2.3f\n"
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"F: Render=%2.3f, Setup=%2.3f\n"
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"S: Render=%2.3f, Setup=%2.3f\n"
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"All=%2.3f, Render=%2.3f, Setup=%2.3f, BSP = %2.3f, Portal=%2.3f, Drawcalls=%2.3f, Finish=%2.3f\n",
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RenderWall.TimeMS(), setupwall, clipwall, RenderFlat.TimeMS(), SetupFlat.TimeMS(),
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RenderSprite.TimeMS(), SetupSprite.TimeMS(), All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(),
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ProcessAll.TimeMS(), bsp, PortalAll.TimeMS(), drawcalls.TimeMS(), Finish.TimeMS());
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}
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static void AppendRenderStats(FString &out)
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{
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out.AppendFormat("Walls: %d (%d splits, %d t-splits, %d vertices)\n"
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"Flats: %d (%d primitives, %d vertices)\n"
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"Sprites: %d, Decals=%d, Portals: %d\n",
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rendered_lines, render_vertexsplit, render_texsplit, vertexcount, rendered_flats, flatprimitives, flatvertices, rendered_sprites,rendered_decals, rendered_portals );
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}
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static void AppendLightStats(FString &out)
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{
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out.AppendFormat("DLight - Walls: %d processed, %d rendered - Flats: %d processed, %d rendered\n",
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iter_dlight, draw_dlight, iter_dlightf, draw_dlightf );
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}
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ADD_STAT(rendertimes)
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{
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static FString buff;
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static int lasttime=0;
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int t=I_msTime();
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if (t-lasttime>1000)
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{
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buff.Truncate(0);
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AppendRenderTimes(buff);
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lasttime=t;
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}
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return buff;
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}
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ADD_STAT(renderstats)
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{
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FString out;
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AppendRenderStats(out);
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return out;
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}
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ADD_STAT(lightstats)
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{
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FString out;
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AppendLightStats(out);
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return out;
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}
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void AppendMissingTextureStats(FString &out);
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static int printstats;
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static bool switchfps;
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static unsigned int waitstart;
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EXTERN_CVAR(Bool, vid_fps)
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void CheckBench()
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{
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if (printstats && ConsoleState == c_up)
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{
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// if we started the FPS counter ourselves or ran from the console
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// we need to wait for it to stabilize before using it.
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if (waitstart > 0 && I_msTime() - waitstart < 5000) return;
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FString compose;
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compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n",
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level.MapName.GetChars(), level.LevelName.GetChars(), r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw.Degrees, r_viewpoint.Angles.Pitch.Degrees);
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AppendRenderStats(compose);
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AppendRenderTimes(compose);
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AppendLightStats(compose);
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AppendMissingTextureStats(compose);
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compose.AppendFormat("%d fps\n\n", screen->GetLastFPS());
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FILE *f = fopen("benchmarks.txt", "at");
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if (f != NULL)
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{
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fputs(compose.GetChars(), f);
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fclose(f);
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}
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Printf("Benchmark info saved\n");
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if (switchfps) vid_fps = false;
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printstats = false;
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}
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}
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CCMD(bench)
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{
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printstats = true;
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if (vid_fps == 0)
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{
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vid_fps = 1;
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waitstart = I_msTime();
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switchfps = true;
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}
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else
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{
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if (ConsoleState == c_up) waitstart = I_msTime();
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switchfps = false;
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}
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C_HideConsole ();
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}
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bool gl_benching = false;
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void checkBenchActive()
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{
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FStat *stat = FStat::FindStat("rendertimes");
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gl_benching = ((stat != NULL && stat->isActive()) || printstats);
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}
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