Integrate the MicroProfile profiling library
This brings goodies such as a configurable user interface and multi-threaded timeline view.
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24 changed files with 11142 additions and 0 deletions
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@ -4,6 +4,7 @@
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#include <boost/range/algorithm/fill.hpp>
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#include "common/microprofile.h"
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#include "common/profiler.h"
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#include "core/hle/service/gsp_gpu.h"
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@ -43,6 +44,8 @@ static const u32 expand_bits_to_bytes[] = {
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0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff
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};
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MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
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static void WritePicaReg(u32 id, u32 value, u32 mask) {
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auto& regs = g_state.regs;
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@ -126,6 +129,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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case PICA_REG_INDEX(trigger_draw_indexed):
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{
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Common::Profiling::ScopeTimer scope_timer(category_drawing);
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MICROPROFILE_SCOPE(GPU_Drawing);
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#if PICA_LOG_TEV
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DebugUtils::DumpTevStageConfig(regs.GetTevStages());
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@ -7,6 +7,7 @@
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#include "common/color.h"
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#include "common/common_types.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/profiler.h"
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#include "core/hw/gpu.h"
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@ -267,6 +268,7 @@ static int SignedArea (const Math::Vec2<Fix12P4>& vtx1,
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};
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static Common::Profiling::TimingCategory rasterization_category("Rasterization");
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MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
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/**
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* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
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@ -279,6 +281,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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{
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const auto& regs = g_state.regs;
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Common::Profiling::ScopeTimer timer(rasterization_category);
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MICROPROFILE_SCOPE(GPU_Rasterization);
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// vertex positions in rasterizer coordinates
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static auto FloatToFix = [](float24 flt) {
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@ -7,6 +7,7 @@
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#include "common/color.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/profiler.h"
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#include "core/hw/gpu.h"
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@ -777,12 +778,16 @@ void RasterizerOpenGL::SyncDrawState() {
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state.Apply();
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}
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MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200));
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void RasterizerOpenGL::ReloadColorBuffer() {
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u8* color_buffer = Memory::GetPhysicalPointer(Pica::g_state.regs.framebuffer.GetColorBufferPhysicalAddress());
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if (color_buffer == nullptr)
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return;
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MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
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u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
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std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
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@ -822,6 +827,8 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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if (depth_buffer == nullptr)
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return;
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MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
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// OpenGL needs 4 bpp alignment for D24
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@ -868,6 +875,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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}
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Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
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MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200));
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void RasterizerOpenGL::CommitColorBuffer() {
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if (last_fb_color_addr != 0) {
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@ -875,6 +883,7 @@ void RasterizerOpenGL::CommitColorBuffer() {
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if (color_buffer != nullptr) {
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Common::Profiling::ScopeTimer timer(buffer_commit_category);
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MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
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u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
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@ -911,6 +920,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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if (depth_buffer != nullptr) {
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Common::Profiling::ScopeTimer timer(buffer_commit_category);
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MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
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@ -4,6 +4,7 @@
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#include "common/make_unique.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/vector_math.h"
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#include "core/memory.h"
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@ -16,6 +17,8 @@ RasterizerCacheOpenGL::~RasterizerCacheOpenGL() {
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FullFlush();
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}
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MICROPROFILE_DEFINE(OpenGL_TextureUpload, "OpenGL", "Texture Upload", MP_RGB(128, 64, 192));
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void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config) {
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PAddr texture_addr = config.config.GetPhysicalAddress();
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@ -25,6 +28,8 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned text
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state.texture_units[texture_unit].texture_2d = cached_texture->second->texture.handle;
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state.Apply();
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} else {
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MICROPROFILE_SCOPE(OpenGL_TextureUpload);
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std::unique_ptr<CachedTexture> new_texture = Common::make_unique<CachedTexture>();
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new_texture->texture.Create();
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@ -9,6 +9,7 @@
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#include "common/hash.h"
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#include "common/make_unique.h"
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#include "common/microprofile.h"
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#include "common/profiler.h"
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#include "video_core/debug_utils/debug_utils.h"
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@ -55,11 +56,13 @@ void Shutdown() {
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}
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static Common::Profiling::TimingCategory shader_category("Vertex Shader");
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MICROPROFILE_DEFINE(GPU_VertexShader, "GPU", "Vertex Shader", MP_RGB(50, 50, 240));
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OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
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auto& config = g_state.regs.vs;
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Common::Profiling::ScopeTimer timer(shader_category);
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MICROPROFILE_SCOPE(GPU_VertexShader);
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state.program_counter = config.main_offset;
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state.debug.max_offset = 0;
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