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authorYuri Kunde Schlesner <yuriks@yuriks.net>2015-05-12 22:47:35 +0200
committerYuri Kunde Schlesner <yuriks@yuriks.net>2015-05-12 22:47:35 +0200
commit9d8e1f7a92f422ed646aaceb1f8361bc7e1383ce (patch)
tree416be8b56a87d07aec3e798d48544c2b4afe9809
parentMerge pull request #748 from Subv/tls_max (diff)
parentGPU: Add more fine grained profiling for vertex shader and rasterization (diff)
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Diffstat (limited to '')
-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 46a326bb4..02a08b20e 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 885b7de59..4734e546a 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];