GPU: Add more fine grained profiling for vertex shader and rasterization
This commit is contained in:
parent
cb2b2071a8
commit
def5913d19
2 changed files with 10 additions and 0 deletions
|
@ -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];
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue