jak-project/game/graphics/opengl_renderer/debug_gui.cpp
water111 bb85eaf167
add ocean-vu0 mips2c and decomp ocean-texture (#1230)
* add ocean-vu0 mips2c and decomp ocean-texture

* vu1 texture setup

* temp

* unoptimized version working

* optimized version by default

* update ref test
2022-03-11 22:27:11 -05:00

126 lines
4.1 KiB
C++

#include "debug_gui.h"
#include <algorithm>
#include "third-party/imgui/imgui.h"
void FrameTimeRecorder::finish_frame() {
m_frame_times[m_idx++] = m_compute_timer.getMs();
if (m_idx == SIZE) {
m_idx = 0;
}
}
void FrameTimeRecorder::start_frame() {
m_compute_timer.start();
float frame_time = m_fps_timer.getSeconds();
m_last_frame_time = (0.9 * m_last_frame_time) + (0.1 * frame_time);
m_fps_timer.start();
}
void FrameTimeRecorder::draw_window(const DmaStats& /*dma_stats*/) {
auto* p_open = &m_open;
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_AlwaysAutoResize |
ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
const float PAD = 10.0f;
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
ImVec2 work_size = viewport->WorkSize;
ImVec2 window_pos, window_pos_pivot;
window_pos.x = (work_pos.x + work_size.x - PAD);
window_pos.y = (work_pos.y + work_size.y - PAD);
window_pos_pivot.x = 1.0f;
window_pos_pivot.y = 1.0f;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
ImGui::SetNextWindowBgAlpha(0.85f); // Transparent background
if (ImGui::Begin("Frame Timing", p_open, window_flags)) {
// ImGui::Text("DMA: sync ms %.1f, tc %4d, sz %3d KB, ch %d", dma_stats.sync_time_ms,
// dma_stats.num_tags, (dma_stats.num_data_bytes) / (1 << 10),
// dma_stats.num_chunks);
float worst = 0, total = 0;
for (auto x : m_frame_times) {
worst = std::max(x, worst);
total += x;
}
if (total / SIZE > 17.) {
ImGui::TextColored(ImVec4(1.0, 0.3, 0.3, 1.0), "avg: %.1f", total / SIZE);
} else {
ImGui::Text("avg: %.1f", total / SIZE);
}
ImGui::SameLine();
if (worst > 17.) {
ImGui::TextColored(ImVec4(1.0, 0.3, 0.3, 1.0), "worst: %.1f", worst);
} else {
ImGui::Text("worst: %.1f", worst);
}
ImGui::SameLine();
ImGui::Text("fps-avg: %.1f", 1.f / m_last_frame_time);
ImGui::Separator();
ImGui::PlotLines(
"0-20ms",
[](void* data, int idx) {
auto* me = (FrameTimeRecorder*)data;
return me->m_frame_times[(me->m_idx + idx) % SIZE];
},
(void*)this, SIZE, 0, nullptr, 0, 20., ImVec2(300, 40));
ImGui::Checkbox("Run", &m_play);
ImGui::SameLine();
if (ImGui::Button("Single Frame Advance")) {
m_single_frame = true;
}
ImGui::SameLine();
ImGui::Checkbox("GLFinish", &do_gl_finish);
}
ImGui::End();
}
void OpenGlDebugGui::start_frame() {
m_frame_timer.start_frame();
}
void OpenGlDebugGui::finish_frame() {
m_frame_timer.finish_frame();
}
void OpenGlDebugGui::draw(const DmaStats& dma_stats) {
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("Windows")) {
ImGui::MenuItem("Frame Time Plot", nullptr, &m_draw_frame_time);
ImGui::MenuItem("Render Debug", nullptr, &m_draw_debug);
ImGui::MenuItem("Profiler", nullptr, &m_draw_profiler);
ImGui::MenuItem("Small Profiler", nullptr, &small_profiler);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Screenshot")) {
ImGui::MenuItem("Screenshot Next Frame!", nullptr, &m_want_screenshot);
ImGui::InputText("File", m_screenshot_save_name, 50);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Frame Rate")) {
ImGui::Checkbox("Enable V-Sync", &m_vsync);
ImGui::Separator();
ImGui::Checkbox("Framelimiter", &framelimiter);
ImGui::InputFloat("Target FPS", &m_target_fps_text);
if (ImGui::MenuItem("Apply")) {
target_fps = m_target_fps_text;
}
ImGui::Separator();
ImGui::Checkbox("Accurate Lag Mode", &experimental_accurate_lag);
ImGui::Checkbox("Sleep in Frame Limiter", &sleep_in_frame_limiter);
ImGui::EndMenu();
}
}
ImGui::EndMainMenuBar();
if (m_draw_frame_time) {
m_frame_timer.draw_window(dma_stats);
}
}