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authorGravatar Yuri Kunde Schlesner <yuriks@yuriks.net>2015-05-12 15:50:17 -0300
committerGravatar Yuri Kunde Schlesner <yuriks@yuriks.net>2015-05-12 15:59:52 -0300
commitdef5913d19177aecd135e4a9f2f53d1fb8400943 (patch)
tree416be8b56a87d07aec3e798d48544c2b4afe9809 /src
parentcb2b2071a8740311af72b43d8f1f9be6fd0cd36f (diff)
GPU: Add more fine grained profiling for vertex shader and rasterization
Diffstat (limited to 'src')
-rw-r--r--src/video_core/rasterizer.cpp5
-rw-r--r--src/video_core/vertex_shader.cpp5
2 files changed, 10 insertions, 0 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 46a326bb..02a08b20 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -6,6 +6,7 @@
#include "common/common_types.h"
#include "common/math_util.h"
+#include "common/profiler.h"
#include "core/hw/gpu.h"
#include "debug_utils/debug_utils.h"
@@ -186,6 +187,8 @@ static int SignedArea (const Math::Vec2<Fix12P4>& vtx1,
return Math::Cross(vec1, vec2).z;
};
+static Common::Profiling::TimingCategory rasterization_category("Rasterization");
+
/**
* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
* culling via recursion.
@@ -195,6 +198,8 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
const VertexShader::OutputVertex& v2,
bool reversed = false)
{
+ Common::Profiling::ScopeTimer timer(rasterization_category);
+
// vertex positions in rasterizer coordinates
static auto FloatToFix = [](float24 flt) {
// TODO: Rounding here is necessary to prevent garbage pixels at
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 885b7de5..4734e546 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -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];