Add some rendering statistics to profiler

This commit is contained in:
Perttu Ahola 2011-10-17 17:06:28 +03:00
parent e9888c8e25
commit 5037efdea9
2 changed files with 15 additions and 0 deletions

@ -1071,6 +1071,7 @@ void the_game(
object_hit_delay_timer -= dtime; object_hit_delay_timer -= dtime;
g_profiler->add("Elapsed time", dtime); g_profiler->add("Elapsed time", dtime);
g_profiler->avg("FPS", 1./dtime);
/* /*
Log frametime for visualization Log frametime for visualization

@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#endif #endif
#include "settings.h" #include "settings.h"
#include "log.h" #include "log.h"
#include "profiler.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
@ -3760,6 +3761,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
p_nodes_max.Z / MAP_BLOCKSIZE + 1); p_nodes_max.Z / MAP_BLOCKSIZE + 1);
u32 vertex_count = 0; u32 vertex_count = 0;
u32 meshbuffer_count = 0;
// For limiting number of mesh updates per frame // For limiting number of mesh updates per frame
u32 mesh_update_count = 0; u32 mesh_update_count = 0;
@ -3909,6 +3911,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
sector_blocks_drawn++; sector_blocks_drawn++;
u32 c = mesh->getMeshBufferCount(); u32 c = mesh->getMeshBufferCount();
meshbuffer_count += c;
for(u32 i=0; i<c; i++) for(u32 i=0; i<c; i++)
{ {
@ -3939,6 +3942,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
} }
} }
if(pass == scene::ESNRP_SOLID){
g_profiler->avg("CM: blocks drawn on solid pass", blocks_drawn);
g_profiler->avg("CM: vertices drawn on solid pass", vertex_count);
if(blocks_drawn != 0)
g_profiler->avg("CM: solid meshbuffers per block",
(float)meshbuffer_count / (float)blocks_drawn);
} else {
g_profiler->avg("CM: blocks drawn on transparent pass", blocks_drawn);
g_profiler->avg("CM: vertices drawn on transparent pass", vertex_count);
}
m_control.blocks_drawn = blocks_drawn; m_control.blocks_drawn = blocks_drawn;
m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_would_have_drawn = blocks_would_have_drawn;