forked from suyu/suyu
GPU: Add more fine grained profiling for vertex shader and rasterization
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2 changed files with 10 additions and 0 deletions
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@ -6,6 +6,7 @@
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#include "common/common_types.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/math_util.h"
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#include "common/profiler.h"
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#include "core/hw/gpu.h"
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#include "core/hw/gpu.h"
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#include "debug_utils/debug_utils.h"
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#include "debug_utils/debug_utils.h"
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@ -186,6 +187,8 @@ static int SignedArea (const Math::Vec2<Fix12P4>& vtx1,
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return Math::Cross(vec1, vec2).z;
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return Math::Cross(vec1, vec2).z;
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};
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};
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static Common::Profiling::TimingCategory rasterization_category("Rasterization");
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/**
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/**
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* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
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* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
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* culling via recursion.
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* culling via recursion.
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@ -195,6 +198,8 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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const VertexShader::OutputVertex& v2,
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const VertexShader::OutputVertex& v2,
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bool reversed = false)
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bool reversed = false)
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{
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{
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Common::Profiling::ScopeTimer timer(rasterization_category);
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// vertex positions in rasterizer coordinates
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// vertex positions in rasterizer coordinates
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static auto FloatToFix = [](float24 flt) {
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static auto FloatToFix = [](float24 flt) {
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// TODO: Rounding here is necessary to prevent garbage pixels at
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// TODO: Rounding here is necessary to prevent garbage pixels at
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@ -12,6 +12,7 @@
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#include <nihstro/shader_bytecode.h>
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#include <nihstro/shader_bytecode.h>
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#include "common/profiler.h"
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#include "pica.h"
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#include "pica.h"
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#include "vertex_shader.h"
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#include "vertex_shader.h"
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@ -574,7 +575,11 @@ static void ProcessShaderCode(VertexShaderState& state) {
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}
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}
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}
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}
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static Common::Profiling::TimingCategory shader_category("Vertex Shader");
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OutputVertex RunShader(const InputVertex& input, int num_attributes) {
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OutputVertex RunShader(const InputVertex& input, int num_attributes) {
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Common::Profiling::ScopeTimer timer(shader_category);
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VertexShaderState state;
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VertexShaderState state;
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const u32* main = &shader_memory[registers.vs_main_offset];
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const u32* main = &shader_memory[registers.vs_main_offset];
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