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gl_clock.cpp
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gl_clock.cpp
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/*
**
** This is a copy of the regular cycle_t from a time when that was based
** on QueryPerformanceCounter which is too costly for real-time profiling.
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2007-2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <intrin.h>
#elif defined __APPLE__
#include <sys/sysctl.h>
#endif
#include "i_system.h"
#include "g_level.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "r_utility.h"
#include "v_video.h"
#include "g_levellocals.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_convert.h"
#include "i_time.h"
glcycle_t RenderWall,SetupWall,ClipWall;
glcycle_t RenderFlat,SetupFlat;
glcycle_t RenderSprite,SetupSprite;
glcycle_t All, Finish, PortalAll, Bsp;
glcycle_t ProcessAll;
glcycle_t RenderAll;
glcycle_t Dirty;
glcycle_t drawcalls;
int vertexcount, flatvertices, flatprimitives;
int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals;
int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
double gl_SecondsPerCycle = 1e-8;
double gl_MillisecPerCycle = 1e-5; // 100 MHz
// For GL timing the performance counter is far too costly so we still need RDTSC
// even though it may not be perfect.
void gl_CalculateCPUSpeed ()
{
#ifdef _WIN32
LARGE_INTEGER freq;
QueryPerformanceFrequency (&freq);
if (freq.QuadPart != 0)
{
LARGE_INTEGER count1, count2;
unsigned minDiff;
int64_t ClockCalibration = 0;
// Count cycles for at least 55 milliseconds.
// The performance counter is very low resolution compared to CPU
// speeds today, so the longer we count, the more accurate our estimate.
// On the other hand, we don't want to count too long, because we don't
// want the user to notice us spend time here, since most users will
// probably never use the performance statistics.
minDiff = freq.LowPart * 11 / 200;
// Minimize the chance of task switching during the testing by going very
// high priority. This is another reason to avoid timing for too long.
SetPriorityClass (GetCurrentProcess (), REALTIME_PRIORITY_CLASS);
SetThreadPriority (GetCurrentThread (), THREAD_PRIORITY_TIME_CRITICAL);
ClockCalibration = __rdtsc();
QueryPerformanceCounter (&count1);
do
{
QueryPerformanceCounter (&count2);
} while ((uint32_t)((uint64_t)count2.QuadPart - (uint64_t)count1.QuadPart) < minDiff);
ClockCalibration = __rdtsc() - ClockCalibration;
QueryPerformanceCounter (&count2);
SetPriorityClass (GetCurrentProcess (), NORMAL_PRIORITY_CLASS);
SetThreadPriority (GetCurrentThread (), THREAD_PRIORITY_NORMAL);
double CyclesPerSecond = (double)ClockCalibration *
(double)freq.QuadPart /
(double)((__int64)count2.QuadPart - (__int64)count1.QuadPart);
gl_SecondsPerCycle = 1.0 / CyclesPerSecond;
gl_MillisecPerCycle = 1000.0 / CyclesPerSecond;
}
#elif defined __APPLE__
long long frequency;
size_t size = sizeof frequency;
if (0 == sysctlbyname("machdep.tsc.frequency", &frequency, &size, nullptr, 0) && 0 != frequency)
{
gl_SecondsPerCycle = 1.0 / frequency;
gl_MillisecPerCycle = 1000.0 / frequency;
}
#endif
}
void ResetProfilingData()
{
All.Reset();
All.Clock();
Bsp.Reset();
PortalAll.Reset();
RenderAll.Reset();
ProcessAll.Reset();
RenderWall.Reset();
SetupWall.Reset();
ClipWall.Reset();
RenderFlat.Reset();
SetupFlat.Reset();
RenderSprite.Reset();
SetupSprite.Reset();
drawcalls.Reset();
flatvertices=flatprimitives=vertexcount=0;
render_texsplit=render_vertexsplit=rendered_lines=rendered_flats=rendered_sprites=rendered_decals=rendered_portals = 0;
}
//-----------------------------------------------------------------------------
//
// Rendering statistics
//
//-----------------------------------------------------------------------------
static void AppendRenderTimes(FString &str)
{
double setupwall = SetupWall.TimeMS();
double clipwall = ClipWall.TimeMS() - SetupWall.TimeMS();
double bsp = Bsp.TimeMS() - ClipWall.TimeMS() - SetupFlat.TimeMS() - SetupSprite.TimeMS();
str.AppendFormat("W: Render=%2.3f, Setup=%2.3f, Clip=%2.3f\n"
"F: Render=%2.3f, Setup=%2.3f\n"
"S: Render=%2.3f, Setup=%2.3f\n"
"All=%2.3f, Render=%2.3f, Setup=%2.3f, BSP = %2.3f, Portal=%2.3f, Drawcalls=%2.3f, Finish=%2.3f\n",
RenderWall.TimeMS(), setupwall, clipwall, RenderFlat.TimeMS(), SetupFlat.TimeMS(),
RenderSprite.TimeMS(), SetupSprite.TimeMS(), All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(),
ProcessAll.TimeMS(), bsp, PortalAll.TimeMS(), drawcalls.TimeMS(), Finish.TimeMS());
}
static void AppendRenderStats(FString &out)
{
out.AppendFormat("Walls: %d (%d splits, %d t-splits, %d vertices)\n"
"Flats: %d (%d primitives, %d vertices)\n"
"Sprites: %d, Decals=%d, Portals: %d\n",
rendered_lines, render_vertexsplit, render_texsplit, vertexcount, rendered_flats, flatprimitives, flatvertices, rendered_sprites,rendered_decals, rendered_portals );
}
static void AppendLightStats(FString &out)
{
out.AppendFormat("DLight - Walls: %d processed, %d rendered - Flats: %d processed, %d rendered\n",
iter_dlight, draw_dlight, iter_dlightf, draw_dlightf );
}
ADD_STAT(rendertimes)
{
static FString buff;
static int lasttime=0;
int t= I_ClockTimeMS();
if (t-lasttime>1000)
{
buff.Truncate(0);
AppendRenderTimes(buff);
lasttime=t;
}
return buff;
}
ADD_STAT(renderstats)
{
FString out;
AppendRenderStats(out);
return out;
}
ADD_STAT(lightstats)
{
FString out;
AppendLightStats(out);
return out;
}
void AppendMissingTextureStats(FString &out);
static int printstats;
static bool switchfps;
static unsigned int waitstart;
EXTERN_CVAR(Bool, vid_fps)
void CheckBench()
{
if (printstats && ConsoleState == c_up)
{
// if we started the FPS counter ourselves or ran from the console
// we need to wait for it to stabilize before using it.
if (waitstart > 0 && I_ClockTimeMS() < waitstart + 5000) return;
FString compose;
compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n",
level.MapName.GetChars(), level.LevelName.GetChars(), r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw.Degrees, r_viewpoint.Angles.Pitch.Degrees);
AppendRenderStats(compose);
AppendRenderTimes(compose);
AppendLightStats(compose);
AppendMissingTextureStats(compose);
compose.AppendFormat("%d fps\n\n", screen->GetLastFPS());
FILE *f = fopen("benchmarks.txt", "at");
if (f != NULL)
{
fputs(compose.GetChars(), f);
fclose(f);
}
Printf("Benchmark info saved\n");
if (switchfps) vid_fps = false;
printstats = false;
}
}
CCMD(bench)
{
printstats = true;
if (vid_fps == 0)
{
vid_fps = 1;
waitstart = I_ClockTimeMS();
switchfps = true;
}
else
{
if (ConsoleState == c_up) waitstart = I_ClockTimeMS();
switchfps = false;
}
C_HideConsole ();
}
bool gl_benching = false;
void checkBenchActive()
{
FStat *stat = FStat::FindStat("rendertimes");
gl_benching = ((stat != NULL && stat->isActive()) || printstats);
}