GPU: Add more fine grained profiling for vertex shader and rasterization

This commit is contained in:
Yuri Kunde Schlesner 2015-05-12 15:50:17 -03:00
parent cb2b2071a8
commit def5913d19
2 changed files with 10 additions and 0 deletions

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@ -12,6 +12,7 @@
#include <nihstro/shader_bytecode.h>
#include "common/profiler.h"
#include "pica.h"
#include "vertex_shader.h"
@ -574,7 +575,11 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
}
static Common::Profiling::TimingCategory shader_category("Vertex Shader");
OutputVertex RunShader(const InputVertex& input, int num_attributes) {
Common::Profiling::ScopeTimer timer(shader_category);
VertexShaderState state;
const u32* main = &shader_memory[registers.vs_main_offset];