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https://github.com/RGBCube/serenity
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LibSoftGPU: Add option to render a debug overlay
This displays statistics regarding frame timings and number of pixels rendered. Timings are based on the time between draw_debug_overlay() invocations. This measures actual number of frames presented to the user vs. wall clock time so this also includes everything the app might do besides rendering. Triangles are counted after clipping. This number might actually be higher than the number of triangles coming from LibGL. Pixels are counted after the initial scissor and coverage test. Pixels rejected here are not counted. Shaded pixels is the percentage of all pixels that made it to the shading stage. Blended pixels is the percentage of shaded pixels that were alpha blended to the color buffer. Overdraw measures how many pixels were shaded vs. how many pixels the render target has. e.g. a 640x480 render target has 307200 pixels. If exactly that many pixels are shaded the overdraw number will read 0%. 614400 shaded pixels will read as an overdraw of 100%. Sampler calls is simply the number of times sampler.sample_2d() was called.
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3 changed files with 86 additions and 1 deletions
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@ -6,6 +6,7 @@
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*/
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#include <AK/Function.h>
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#include <LibCore/ElapsedTimer.h>
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#include <LibGfx/Painter.h>
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector3.h>
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@ -14,6 +15,12 @@
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namespace SoftGPU {
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static long long g_num_rasterized_triangles;
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static long long g_num_pixels;
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static long long g_num_pixels_shaded;
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static long long g_num_pixels_blended;
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static long long g_num_sampler_calls;
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using IntVector2 = Gfx::Vector2<int>;
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using IntVector3 = Gfx::Vector3<int>;
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@ -113,6 +120,8 @@ static constexpr void setup_blend_factors(BlendFactor mode, FloatVector4& consta
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template<typename PS>
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static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& render_target, DepthBuffer& depth_buffer, const Triangle& triangle, PS pixel_shader)
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{
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INCREASE_STATISTICS_COUNTER(g_num_rasterized_triangles, 1);
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// Since the algorithm is based on blocks of uniform size, we need
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// to ensure that our render_target size is actually a multiple of the block size
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VERIFY((render_target.width() % RASTERIZER_BLOCK_SIZE) == 0);
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@ -257,6 +266,7 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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// Generate the coverage mask
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if (!options.scissor_enabled && test_point(b0) && test_point(b1) && test_point(b2) && test_point(b3)) {
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INCREASE_STATISTICS_COUNTER(g_num_pixels, RASTERIZER_BLOCK_SIZE * RASTERIZER_BLOCK_SIZE);
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// The block is fully contained within the triangle. Fill the mask with all 1s
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for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++)
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pixel_mask[y] = -1;
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@ -268,8 +278,10 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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pixel_mask[y] = 0;
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for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx) {
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if (test_point(coords) && (!options.scissor_enabled || render_bounds.contains(x0 + x, y0 + y)))
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if (test_point(coords) && (!options.scissor_enabled || render_bounds.contains(x0 + x, y0 + y))) {
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INCREASE_STATISTICS_COUNTER(g_num_pixels, 1);
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pixel_mask[y] |= 1 << x;
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}
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}
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}
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}
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@ -401,6 +413,7 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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float fog_fragment_depth = interpolate(vertex0_eye_absz, vertex1_eye_absz, vertex2_eye_absz, barycentric);
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*pixel = pixel_shader(uv, vertex_color, fog_fragment_depth);
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INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, 1);
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}
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}
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@ -490,6 +503,7 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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+ FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * dst_factor_dst_alpha;
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*dst = (*dst & ~options.color_mask) | (to_rgba32(*src * src_factor + float_dst * dst_factor) & options.color_mask);
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INCREASE_STATISTICS_COUNTER(g_num_pixels_blended, 1);
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}
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}
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} else {
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@ -795,6 +809,7 @@ void Device::submit_triangle(const Triangle& triangle, Vector<size_t> const& ena
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auto const& sampler = m_samplers[i];
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FloatVector4 texel = sampler.sample_2d({ uv.x(), uv.y() });
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INCREASE_STATISTICS_COUNTER(g_num_sampler_calls, 1);
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// FIXME: Implement more blend modes
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switch (sampler.config().fixed_function_texture_env_mode) {
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@ -890,6 +905,9 @@ void Device::blit(Gfx::Bitmap const& source, int x, int y)
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{
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wait_for_all_threads();
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INCREASE_STATISTICS_COUNTER(g_num_pixels, source.width() * source.height());
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INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, source.width() * source.height());
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Gfx::Painter painter { *m_render_target };
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painter.blit({ x, y }, source, source.rect(), 1.0f, true);
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}
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@ -900,6 +918,65 @@ void Device::blit_to(Gfx::Bitmap& target)
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Gfx::Painter painter { target };
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painter.blit({ 0, 0 }, *m_render_target, m_render_target->rect(), 1.0f, false);
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if constexpr (ENABLE_STATISTICS_OVERLAY)
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draw_statistics_overlay(target);
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}
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void Device::draw_statistics_overlay(Gfx::Bitmap& target)
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{
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static Core::ElapsedTimer timer;
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static String debug_string;
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static int frame_counter;
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frame_counter++;
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int milliseconds = 0;
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if (timer.is_valid())
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milliseconds = timer.elapsed();
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else
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timer.start();
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Gfx::Painter painter { target };
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if (milliseconds > 500) {
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if (g_num_pixels == 0)
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g_num_pixels = 1;
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int num_rendertarget_pixels = m_render_target->width() * m_render_target->height();
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StringBuilder builder;
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builder.append(String::formatted("Timings : {:.1}ms {:.1}FPS\n",
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static_cast<double>(milliseconds) / frame_counter,
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(milliseconds > 0) ? 1000.0 * frame_counter / milliseconds : 9999.0));
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builder.append(String::formatted("Triangles : {}\n", g_num_rasterized_triangles));
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builder.append(String::formatted("Pixels : {}, Shaded: {}%, Blended: {}%, Overdraw: {}%\n",
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g_num_pixels,
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g_num_pixels_shaded * 100 / g_num_pixels,
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g_num_pixels_blended * 100 / g_num_pixels_shaded,
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g_num_pixels_shaded * 100 / num_rendertarget_pixels - 100));
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builder.append(String::formatted("Sampler calls: {}\n", g_num_sampler_calls));
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debug_string = builder.to_string();
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frame_counter = 0;
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timer.start();
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}
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g_num_rasterized_triangles = 0;
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g_num_pixels = 0;
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g_num_pixels_shaded = 0;
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g_num_pixels_blended = 0;
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g_num_sampler_calls = 0;
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auto& font = Gfx::FontDatabase::default_fixed_width_font();
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for (int y = -1; y < 2; y++)
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for (int x = -1; x < 2; x++)
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if (x != 0 && y != 0)
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painter.draw_text(target.rect().translated(x + 2, y + 2), debug_string, font, Gfx::TextAlignment::TopLeft, Gfx::Color::Black);
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painter.draw_text(target.rect().translated(2, 2), debug_string, font, Gfx::TextAlignment::TopLeft, Gfx::Color::White);
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}
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void Device::wait_for_all_threads() const
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