vkdoom_m/src/gl/utility/gl_clock.cpp
Christoph Oelckers 8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00

267 lines
8.1 KiB
C++

/*
**
** This is a copy of the regular cycle_t from a time when that was based
** on QueryPerformanceCounter which is too costly for real-time profiling.
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2007-2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <intrin.h>
#define USE_WINDOWS_DWORD
#endif
#include "i_system.h"
#include "g_level.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "r_utility.h"
#include "v_video.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_convert.h"
glcycle_t RenderWall,SetupWall,ClipWall;
glcycle_t RenderFlat,SetupFlat;
glcycle_t RenderSprite,SetupSprite;
glcycle_t All, Finish, PortalAll, Bsp;
glcycle_t ProcessAll;
glcycle_t RenderAll;
glcycle_t Dirty;
glcycle_t drawcalls;
int vertexcount, flatvertices, flatprimitives;
int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals;
int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
double gl_SecondsPerCycle = 1e-8;
double gl_MillisecPerCycle = 1e-5; // 100 MHz
// For GL timing the performance counter is far too costly so we still need RDTSC
// even though it may not be perfect.
void gl_CalculateCPUSpeed ()
{
#ifdef WIN32
LARGE_INTEGER freq;
QueryPerformanceFrequency (&freq);
if (freq.QuadPart != 0)
{
LARGE_INTEGER count1, count2;
unsigned minDiff;
long long ClockCalibration = 0;
// Count cycles for at least 55 milliseconds.
// The performance counter is very low resolution compared to CPU
// speeds today, so the longer we count, the more accurate our estimate.
// On the other hand, we don't want to count too long, because we don't
// want the user to notice us spend time here, since most users will
// probably never use the performance statistics.
minDiff = freq.LowPart * 11 / 200;
// Minimize the chance of task switching during the testing by going very
// high priority. This is another reason to avoid timing for too long.
SetPriorityClass (GetCurrentProcess (), REALTIME_PRIORITY_CLASS);
SetThreadPriority (GetCurrentThread (), THREAD_PRIORITY_TIME_CRITICAL);
ClockCalibration = __rdtsc();
QueryPerformanceCounter (&count1);
do
{
QueryPerformanceCounter (&count2);
} while ((DWORD)((unsigned __int64)count2.QuadPart - (unsigned __int64)count1.QuadPart) < minDiff);
ClockCalibration = __rdtsc() - ClockCalibration;
QueryPerformanceCounter (&count2);
SetPriorityClass (GetCurrentProcess (), NORMAL_PRIORITY_CLASS);
SetThreadPriority (GetCurrentThread (), THREAD_PRIORITY_NORMAL);
double CyclesPerSecond = (double)ClockCalibration *
(double)freq.QuadPart /
(double)((__int64)count2.QuadPart - (__int64)count1.QuadPart);
gl_SecondsPerCycle = 1.0 / CyclesPerSecond;
gl_MillisecPerCycle = 1000.0 / CyclesPerSecond;
}
#endif
}
void ResetProfilingData()
{
All.Reset();
All.Clock();
Bsp.Reset();
PortalAll.Reset();
RenderAll.Reset();
ProcessAll.Reset();
RenderWall.Reset();
SetupWall.Reset();
ClipWall.Reset();
RenderFlat.Reset();
SetupFlat.Reset();
RenderSprite.Reset();
SetupSprite.Reset();
drawcalls.Reset();
flatvertices=flatprimitives=vertexcount=0;
render_texsplit=render_vertexsplit=rendered_lines=rendered_flats=rendered_sprites=rendered_decals=rendered_portals = 0;
}
//-----------------------------------------------------------------------------
//
// Rendering statistics
//
//-----------------------------------------------------------------------------
static void AppendRenderTimes(FString &str)
{
double setupwall = SetupWall.TimeMS();
double clipwall = ClipWall.TimeMS() - SetupWall.TimeMS();
double bsp = Bsp.TimeMS() - ClipWall.TimeMS() - SetupFlat.TimeMS() - SetupSprite.TimeMS();
str.AppendFormat("W: Render=%2.3f, Setup=%2.3f, Clip=%2.3f\n"
"F: Render=%2.3f, Setup=%2.3f\n"
"S: Render=%2.3f, Setup=%2.3f\n"
"All=%2.3f, Render=%2.3f, Setup=%2.3f, BSP = %2.3f, Portal=%2.3f, Drawcalls=%2.3f, Finish=%2.3f\n",
RenderWall.TimeMS(), setupwall, clipwall, RenderFlat.TimeMS(), SetupFlat.TimeMS(),
RenderSprite.TimeMS(), SetupSprite.TimeMS(), All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(),
ProcessAll.TimeMS(), bsp, PortalAll.TimeMS(), drawcalls.TimeMS(), Finish.TimeMS());
}
static void AppendRenderStats(FString &out)
{
out.AppendFormat("Walls: %d (%d splits, %d t-splits, %d vertices)\n"
"Flats: %d (%d primitives, %d vertices)\n"
"Sprites: %d, Decals=%d, Portals: %d\n",
rendered_lines, render_vertexsplit, render_texsplit, vertexcount, rendered_flats, flatprimitives, flatvertices, rendered_sprites,rendered_decals, rendered_portals );
}
static void AppendLightStats(FString &out)
{
out.AppendFormat("DLight - Walls: %d processed, %d rendered - Flats: %d processed, %d rendered\n",
iter_dlight, draw_dlight, iter_dlightf, draw_dlightf );
}
ADD_STAT(rendertimes)
{
static FString buff;
static int lasttime=0;
int t=I_FPSTime();
if (t-lasttime>1000)
{
buff.Truncate(0);
AppendRenderTimes(buff);
lasttime=t;
}
return buff;
}
ADD_STAT(renderstats)
{
FString out;
AppendRenderStats(out);
return out;
}
ADD_STAT(lightstats)
{
FString out;
AppendLightStats(out);
return out;
}
void AppendMissingTextureStats(FString &out);
static int printstats;
static bool switchfps;
static unsigned int waitstart;
EXTERN_CVAR(Bool, vid_fps)
void CheckBench()
{
if (printstats && ConsoleState == c_up)
{
// if we started the FPS counter ourselves or ran from the console
// we need to wait for it to stabilize before using it.
if (waitstart > 0 && I_MSTime() < waitstart + 5000) return;
FString compose;
compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n",
level.MapName.GetChars(), level.LevelName.GetChars(), ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle.Degrees, ViewPitch.Degrees);
AppendRenderStats(compose);
AppendRenderTimes(compose);
AppendLightStats(compose);
AppendMissingTextureStats(compose);
compose.AppendFormat("%d fps\n\n", screen->GetLastFPS());
FILE *f = fopen("benchmarks.txt", "at");
if (f != NULL)
{
fputs(compose.GetChars(), f);
fclose(f);
}
Printf("Benchmark info saved\n");
if (switchfps) vid_fps = false;
printstats = false;
}
}
CCMD(bench)
{
printstats = true;
if (vid_fps == 0)
{
vid_fps = 1;
waitstart = I_MSTime();
switchfps = true;
}
else
{
if (ConsoleState == c_up) waitstart = I_MSTime();
switchfps = false;
}
C_HideConsole ();
}
bool gl_benching = false;
void checkBenchActive()
{
FStat *stat = FStat::FindStat("rendertimes");
gl_benching = ((stat != NULL && stat->isActive()) || printstats);
}