Update perf counters
This commit is contained in:
@@ -6,4 +6,4 @@ rem assets.exe
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rem tracy/TracyClient.cpp -DTRACY_ENABLE
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rem tracy/TracyClient.cpp -DTRACY_ENABLE
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clang -O2 main.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib -Wl,optick\lib\x64\release\OptickCore.lib
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clang main.cpp -O2 -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib -Wl,optick\lib\x64\release\OptickCore.lib
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123
main.cpp
123
main.cpp
@@ -288,17 +288,18 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
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return result;
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return result;
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}
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}
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// #include "optimization_log.cpp"
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function
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function
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void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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// if(os.frame > 10) PROFILE_BEGIN(draw_triangle);
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PROFILE_SCOPE(draw_triangle);
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// ZoneScopedN("draw_triangle");
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)max(0.f, floor(min_x1));
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S64 min_x = (S64)max(0.f, floor(min_x1));
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S64 min_y = (S64)max(0.f, floor(min_y1));
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S64 min_y = (S64)max(0.f, floor(min_y1));
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S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
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S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
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@@ -328,7 +329,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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F32 Cx2 = Cy2;
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F32 Cx2 = Cy2;
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for (S64 x = min_x; x < max_x; x++) {
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for (S64 x = min_x; x < max_x; x++) {
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if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) {
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if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) {
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// ZoneNamedN(fill, "fill_pixel", true);
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PROFILE_SCOPE(fill_triangle);
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F32 w1 = Cx1 / area;
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F32 w1 = Cx1 / area;
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F32 w2 = Cx2 / area;
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F32 w2 = Cx2 / area;
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F32 w3 = Cx0 / area;
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F32 w3 = Cx0 / area;
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@@ -408,108 +409,15 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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Cy1 -= dx21;
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Cy1 -= dx21;
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Cy2 -= dx02;
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Cy2 -= dx02;
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destination += dst->x;
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destination += dst->x;
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}
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// if(os.frame > 10) PROFILE_END(draw_triangle);
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}
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function
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void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)clamp_bot(0.f, floor(min_x1));
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S64 min_y = (S64)clamp_bot(0.f, floor(min_y1));
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S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1));
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F32 area = edge_function(p0, p1, p2);
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for (S64 y = min_y; y < max_y; y++) {
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for (S64 x = min_x; x < max_x; x++) {
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F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y });
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F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y });
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F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y });
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if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) {
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F32 w1 = edge1 / area;
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F32 w2 = edge2 / area;
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F32 w3 = edge0 / area;
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F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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F32* depth = depth_buffer + (x + y * dst->x);
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if (*depth < interpolated_w) {
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*depth = interpolated_w;
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F32 invw0 = (w1 / p0.w);
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F32 invw1 = (w2 / p1.w);
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F32 invw2 = (w3 / p2.w);
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Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
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F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
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F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
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{
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u /= interpolated_w;
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v /= interpolated_w;
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u = u - floor(u);
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v = v - floor(v);
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u = u * (src->x - 1);
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v = v * (src->y - 1);
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}
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S64 ui = (S64)(u);
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S64 vi = (S64)(v);
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F32 udiff = u - (F32)ui;
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F32 vdiff = v - (F32)vi;
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// Origin UV (0,0) is in bottom left
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U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
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U32 *dst_pixel = dst->pixels + (x + y * dst->x);
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#if 0
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Vec4 result_color = vec4abgr(*pixel);
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#else
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Vec4 pixelx1y1 = vec4abgr(*pixel);
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Vec4 pixelx2y1 = vec4abgr(*(pixel + 1));
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Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x));
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Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x));
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pixelx1y1 = srgb_to_almost_linear(pixelx1y1);
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pixelx2y1 = srgb_to_almost_linear(pixelx2y1);
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pixelx1y2 = srgb_to_almost_linear(pixelx1y2);
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pixelx2y2 = srgb_to_almost_linear(pixelx2y2);
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Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
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Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
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Vec4 result_color = lerp(blendx1, blendx2, vdiff);
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#endif
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Vec3 light_color = vec3(0.8,0.8,1);
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constexpr F32 ambient_strength = 0.1f; {
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Vec3 ambient = ambient_strength * light_color;
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Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
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result_color.rgb *= (ambient+diffuse);
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}
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Vec4 dst_color = vec4abgr(*dst_pixel);
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dst_color = srgb_to_almost_linear(dst_color);
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result_color = premultiplied_alpha(dst_color, result_color);
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result_color = almost_linear_to_srgb(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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*dst_pixel = color32;
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}
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}
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}
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}
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}
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}
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}
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function
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function
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void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
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void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
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// ZoneNamedN(m, "draw_all_meshes", true);
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// ZoneNamedN(m, "draw_all_meshes", true);
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PROFILE_SCOPE(draw_all_meshes);
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for (int i = 0; i < mesh->indices.len; i++) {
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for (int i = 0; i < mesh->indices.len; i++) {
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PROFILE_SCOPE(draw_set_of_mesh_indices);
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// ZoneNamedN(m, "draw_single_mesh", true);
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// ZoneNamedN(m, "draw_single_mesh", true);
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Obj_Index *index = mesh->indices.data + i;
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Obj_Index *index = mesh->indices.data + i;
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Bitmap *image = &r->img;
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Bitmap *image = &r->img;
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@@ -681,14 +589,19 @@ UI_SIGNAL_CALLBACK(scene_callback) {
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scene = (Scene)(((int)scene + 1) % Scene_Count);
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scene = (Scene)(((int)scene + 1) % Scene_Count);
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}
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}
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FILE *global_file;
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function void
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function void
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windows_log(Log_Kind kind, String string, char *file, int line){
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windows_log(Log_Kind kind, String string, char *file, int line){
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OutputDebugStringA((char *)string.str);
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fprintf(global_file, "%s", string.str);
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}
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}
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int
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int
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main(int argc, char **argv) {
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main(int argc, char **argv) {
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global_file = fopen("perfclocks.txt", "a");
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thread_ctx.log_proc = windows_log;
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thread_ctx.log_proc = windows_log;
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fprintf(global_file, "\n---------------------");
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os.window_size.x = 1280;
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os.window_size.x = 1280;
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os.window_size.y = 720;
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os.window_size.y = 720;
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os.window_resizable = 1;
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os.window_resizable = 1;
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@@ -717,7 +630,7 @@ main(int argc, char **argv) {
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B32 ui_mouse_lock = true;
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B32 ui_mouse_lock = true;
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while (os_game_loop()) {
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while (os_game_loop()) {
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// FrameMark;
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PROFILE_SCOPE(main_loop);
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if (ui_mouse_lock == false) {
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if (ui_mouse_lock == false) {
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r.camera_yaw.x += os.delta_mouse_pos.x * 0.01f;
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r.camera_yaw.x += os.delta_mouse_pos.x * 0.01f;
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r.camera_yaw.y -= os.delta_mouse_pos.y * 0.01f;
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r.camera_yaw.y -= os.delta_mouse_pos.y * 0.01f;
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@@ -763,6 +676,7 @@ main(int argc, char **argv) {
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r.transform = mat4_rotation_z(rotation);
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r.transform = mat4_rotation_z(rotation);
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r.transform = r.transform * mat4_rotation_y(rotation);
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r.transform = r.transform * mat4_rotation_y(rotation);
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for (int i = 0; i < obj->mesh.len; i++) {
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for (int i = 0; i < obj->mesh.len; i++) {
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PROFILE_SCOPE(draw_all_meshes);
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Vec2* tex_coords = (Vec2*)obj->texture_coordinates.data;
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Vec2* tex_coords = (Vec2*)obj->texture_coordinates.data;
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Vec3 *normals = (Vec3 *)obj->normals.data;
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Vec3 *normals = (Vec3 *)obj->normals.data;
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Obj_Mesh *mesh = obj->mesh.data;
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Obj_Mesh *mesh = obj->mesh.data;
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@@ -786,14 +700,17 @@ main(int argc, char **argv) {
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frame_data = string_fmt(os.frame_arena, "FPS:%f dt:%f frame:%u camera_pos: %f %f %f camera_yaw: %f %f", os.fps, os.delta_time, os.frame,
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frame_data = string_fmt(os.frame_arena, "FPS:%f dt:%f frame:%u camera_pos: %f %f %f camera_yaw: %f %f", os.fps, os.delta_time, os.frame,
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r.camera_pos.x, r.camera_pos.y, r.camera_pos.z, r.camera_yaw.x, r.camera_yaw.y);
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r.camera_pos.x, r.camera_pos.y, r.camera_pos.z, r.camera_yaw.x, r.camera_yaw.y);
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auto *scope = &profile_scopes[ProfileScopeName_draw_triangle];
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if(scope->i != 0){
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for(int i = 0; i < ProfileScopeName_Count; i++){
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auto *scope = &profile_scopes[i];
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if(scope->i == 0) continue;
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U64 total = 0;
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U64 total = 0;
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for(int i = 0; i < scope->i; i++){
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for(int i = 0; i < scope->i; i++){
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total += scope->samples[i];
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total += scope->samples[i];
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}
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}
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log_info("\nTotal: %llu Hits: %llu", total, (U64)scope->i);
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log_info("\n%s :: Total: %llu Hits: %llu, Avg: %llu", profile_scope_names[i], total, (U64)scope->i, total / scope->i);
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scope->i = 0;
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scope->i = 0;
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}
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}
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}
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}
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@@ -1,5 +1,5 @@
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function
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function
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void draw_triangle_nearest1(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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void draw_triangle_nearest_a(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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@@ -222,3 +222,97 @@ void draw_triangle_nearest_b(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 l
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// if(os.frame > 10) PROFILE_END(draw_triangle);
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// if(os.frame > 10) PROFILE_END(draw_triangle);
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}
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}
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function
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void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)clamp_bot(0.f, floor(min_x1));
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S64 min_y = (S64)clamp_bot(0.f, floor(min_y1));
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S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1));
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F32 area = edge_function(p0, p1, p2);
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for (S64 y = min_y; y < max_y; y++) {
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for (S64 x = min_x; x < max_x; x++) {
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F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y });
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F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y });
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F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y });
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if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) {
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F32 w1 = edge1 / area;
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F32 w2 = edge2 / area;
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F32 w3 = edge0 / area;
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F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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F32* depth = depth_buffer + (x + y * dst->x);
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if (*depth < interpolated_w) {
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*depth = interpolated_w;
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F32 invw0 = (w1 / p0.w);
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F32 invw1 = (w2 / p1.w);
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F32 invw2 = (w3 / p2.w);
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Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
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||||||
|
F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
|
||||||
|
F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
|
||||||
|
{
|
||||||
|
u /= interpolated_w;
|
||||||
|
v /= interpolated_w;
|
||||||
|
u = u - floor(u);
|
||||||
|
v = v - floor(v);
|
||||||
|
u = u * (src->x - 1);
|
||||||
|
v = v * (src->y - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
S64 ui = (S64)(u);
|
||||||
|
S64 vi = (S64)(v);
|
||||||
|
F32 udiff = u - (F32)ui;
|
||||||
|
F32 vdiff = v - (F32)vi;
|
||||||
|
// Origin UV (0,0) is in bottom left
|
||||||
|
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
|
||||||
|
U32 *dst_pixel = dst->pixels + (x + y * dst->x);
|
||||||
|
|
||||||
|
#if 0
|
||||||
|
Vec4 result_color = vec4abgr(*pixel);
|
||||||
|
#else
|
||||||
|
Vec4 pixelx1y1 = vec4abgr(*pixel);
|
||||||
|
Vec4 pixelx2y1 = vec4abgr(*(pixel + 1));
|
||||||
|
Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x));
|
||||||
|
Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x));
|
||||||
|
pixelx1y1 = srgb_to_almost_linear(pixelx1y1);
|
||||||
|
pixelx2y1 = srgb_to_almost_linear(pixelx2y1);
|
||||||
|
pixelx1y2 = srgb_to_almost_linear(pixelx1y2);
|
||||||
|
pixelx2y2 = srgb_to_almost_linear(pixelx2y2);
|
||||||
|
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
|
||||||
|
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
|
||||||
|
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
Vec3 light_color = vec3(0.8,0.8,1);
|
||||||
|
constexpr F32 ambient_strength = 0.1f; {
|
||||||
|
Vec3 ambient = ambient_strength * light_color;
|
||||||
|
Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
|
||||||
|
result_color.rgb *= (ambient+diffuse);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec4 dst_color = vec4abgr(*dst_pixel);
|
||||||
|
dst_color = srgb_to_almost_linear(dst_color);
|
||||||
|
result_color = premultiplied_alpha(dst_color, result_color);
|
||||||
|
result_color = almost_linear_to_srgb(result_color);
|
||||||
|
U32 color32 = vec4_to_u32abgr(result_color);
|
||||||
|
|
||||||
|
*dst_pixel = color32;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
53
profile.cpp
53
profile.cpp
@@ -1,25 +1,48 @@
|
|||||||
enum ProfileScopeName {
|
enum ProfileScopeName {
|
||||||
ProfileScopeName_draw_triangle,
|
ProfileScopeName_draw_triangle,
|
||||||
|
ProfileScopeName_fill_triangle,
|
||||||
|
ProfileScopeName_draw_all_meshes,
|
||||||
|
ProfileScopeName_draw_mesh,
|
||||||
|
ProfileScopeName_draw_set_of_mesh_indices,
|
||||||
|
ProfileScopeName_main_loop,
|
||||||
ProfileScopeName_Count,
|
ProfileScopeName_Count,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct ProfileScope {
|
const char *profile_scope_names[] = {
|
||||||
U64 samples[5096*16];
|
"draw_triangle",
|
||||||
|
"fill_triangle",
|
||||||
|
"draw_all_meshes",
|
||||||
|
"draw_mesh",
|
||||||
|
"draw_set_of_mesh_indices",
|
||||||
|
"main_loop",
|
||||||
|
};
|
||||||
|
|
||||||
|
struct ProfileState {
|
||||||
|
U64 samples[5096*32];
|
||||||
S64 i;
|
S64 i;
|
||||||
};
|
};
|
||||||
|
|
||||||
global ProfileScope profile_scopes[ProfileScopeName_Count];
|
global ProfileState profile_scopes[ProfileScopeName_Count];
|
||||||
|
|
||||||
#define PROFILE_BEGIN(name) \
|
force_inline void
|
||||||
do { \
|
profile_begin(ProfileScopeName name){
|
||||||
ProfileScope *__profile_scope = profile_scopes + ProfileScopeName_##name; \
|
ProfileState *p = profile_scopes + name;
|
||||||
__profile_scope->samples[__profile_scope->i] = __rdtsc(); \
|
p->samples[p->i] = __rdtsc();
|
||||||
} while (0)
|
}
|
||||||
|
|
||||||
#define PROFILE_END(name) \
|
force_inline void
|
||||||
do { \
|
profile_end(ProfileScopeName name){
|
||||||
ProfileScope *_profile_scope = profile_scopes + ProfileScopeName_##name; \
|
ProfileState *p = profile_scopes + name;
|
||||||
_profile_scope->samples[_profile_scope->i] = \
|
p->samples[p->i] = __rdtsc() - p->samples[p->i];
|
||||||
__rdtsc() - _profile_scope->samples[_profile_scope->i]; \
|
p->i = (p->i + 1) % buff_cap(p->samples);
|
||||||
_profile_scope->i = (_profile_scope->i + 1) % 5096*16; \
|
}
|
||||||
} while (0)
|
|
||||||
|
struct Profile_Scope{
|
||||||
|
ProfileScopeName n;
|
||||||
|
force_inline Profile_Scope(ProfileScopeName name){ profile_begin(name); n=name; }
|
||||||
|
force_inline ~Profile_Scope(){ profile_end(n); }
|
||||||
|
};
|
||||||
|
|
||||||
|
#define PROFILE_BEGIN(name) profile_begin(ProfileScopeName_##name)
|
||||||
|
#define PROFILE_END(name) profile_end(ProfileScopeName_##name)
|
||||||
|
#define PROFILE_SCOPE(name) Profile_Scope profile_scope_##__LINE__(ProfileScopeName_##name)
|
||||||
|
|||||||
Reference in New Issue
Block a user