// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include #include "Common/CommonTypes.h" #include "VideoCommon/VideoCommon.h" struct Statistics { int numPixelShadersCreated; int numPixelShadersAlive; int numVertexShadersCreated; int numVertexShadersAlive; int numTexturesCreated; int numTexturesAlive; int numRenderTargetsCreated; int numRenderTargetsAlive; int numDListsCalled; int numDListsCreated; int numDListsAlive; int numVertexLoaders; int numUniquePixelShaders; float proj_0, proj_1, proj_2, proj_3, proj_4, proj_5; float gproj_0, gproj_1, gproj_2, gproj_3, gproj_4, gproj_5; float gproj_6, gproj_7, gproj_8, gproj_9, gproj_10, gproj_11, gproj_12, gproj_13, gproj_14, gproj_15; float g2proj_0, g2proj_1, g2proj_2, g2proj_3, g2proj_4, g2proj_5; float g2proj_6, g2proj_7, g2proj_8, g2proj_9, g2proj_10, g2proj_11, g2proj_12, g2proj_13, g2proj_14, g2proj_15; std::vector efb_regions; struct ThisFrame { int numBPLoads; int numCPLoads; int numXFLoads; int numBPLoadsInDL; int numCPLoadsInDL; int numXFLoadsInDL; int numDLs; int numPrims; int numDLPrims; int numShaderChanges; int numPrimitiveJoins; int numDrawCalls; int numIndexedDrawCalls; int numBufferSplits; int numDListsCalled; int bytesVertexStreamed; int bytesIndexStreamed; int bytesUniformStreamed; }; ThisFrame thisFrame; void ResetFrame(); static void SwapDL(); // Yeah, this is unsafe, but we really don't wanna faff around allocating // buffers here. static char *ToString(char *ptr); static char *ToStringProj(char *ptr); }; extern Statistics stats; #define STATISTICS #ifdef STATISTICS #define INCSTAT(a) (a)++; #define DECSTAT(a) (a)--; #define ADDSTAT(a,b) (a)+=(b); #define SETSTAT(a,x) (a)=(int)(x); #define SETSTAT_UINT(a,x) (a)=(u32)(x); #define SETSTAT_FT(a,x) (a)=(float)(x); #else #define INCSTAT(a) ; #define ADDSTAT(a,b) ; #define SETSTAT(a,x) ; #endif