System: Fix CPU usage not showing for sw-renderer-for-readbacks
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8f314c8d49
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06ecc50797
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@ -20,6 +20,11 @@ class HostDisplayTexture;
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class TimingEvent;
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class Timers;
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namespace Threading
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{
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class Thread;
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}
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class GPU
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{
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public:
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@ -74,6 +79,7 @@ public:
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virtual ~GPU();
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virtual GPURenderer GetRendererType() const = 0;
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virtual const Threading::Thread* GetSWThread() const = 0;
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virtual bool Initialize();
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virtual void Reset(bool clear_vram);
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@ -44,6 +44,11 @@ GPU_HW::~GPU_HW()
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}
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}
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const Threading::Thread* GPU_HW::GetSWThread() const
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{
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return m_sw_renderer ? m_sw_renderer->GetThread() : nullptr;
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}
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bool GPU_HW::Initialize()
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{
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if (!GPU::Initialize())
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@ -33,6 +33,8 @@ public:
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GPU_HW();
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virtual ~GPU_HW();
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const Threading::Thread* GetSWThread() const;
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virtual bool Initialize() override;
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virtual void Reset(bool clear_vram) override;
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virtual bool DoState(StateWrapper& sw, HostDisplayTexture** host_texture, bool update_display) override;
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@ -45,6 +45,11 @@ GPURenderer GPU_SW::GetRendererType() const
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return GPURenderer::Software;
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}
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const Threading::Thread* GPU_SW::GetSWThread() const
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{
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return m_backend.GetThread();
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}
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bool GPU_SW::Initialize()
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{
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// we need something to draw in.. but keep the current api if we have one
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@ -23,6 +23,7 @@ public:
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ALWAYS_INLINE const GPU_SW_Backend& GetBackend() const { return m_backend; }
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GPURenderer GetRendererType() const override;
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const Threading::Thread* GetSWThread() const;
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bool Initialize() override;
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bool DoState(StateWrapper& sw, HostDisplayTexture** host_texture, bool update_display) override;
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@ -20,7 +20,6 @@
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#include "fmt/format.h"
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#include "game_database.h"
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#include "gpu.h"
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#include "gpu_sw.h"
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#include "gte.h"
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#include "host.h"
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#include "host_display.h"
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@ -2149,9 +2148,8 @@ void System::UpdatePerformanceCounters()
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100.0f;
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s_last_global_tick_counter = global_tick_counter;
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const Threading::Thread* sw_thread =
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g_gpu->IsHardwareRenderer() ? nullptr : static_cast<GPU_SW*>(g_gpu.get())->GetBackend().GetThread();
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const u64 cpu_time = s_cpu_thread_handle.GetCPUTime();
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const Threading::Thread* sw_thread = g_gpu->GetSWThread();
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const u64 cpu_time = s_cpu_thread_handle ? s_cpu_thread_handle.GetCPUTime() : 0;
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const u64 sw_time = sw_thread ? sw_thread->GetCPUTime() : 0;
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const u64 cpu_delta = cpu_time - s_last_cpu_time;
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const u64 sw_delta = sw_time - s_last_sw_time;
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@ -2176,20 +2174,14 @@ void System::ResetPerformanceCounters()
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s_last_frame_number = s_frame_number;
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s_last_internal_frame_number = s_internal_frame_number;
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s_last_global_tick_counter = TimingEvents::GetGlobalTickCounter();
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s_last_cpu_time = s_cpu_thread_handle.GetCPUTime();
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s_last_sw_time = 0;
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if (!g_gpu->IsHardwareRenderer())
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{
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const Threading::Thread* sw_thread = static_cast<GPU_SW*>(g_gpu.get())->GetBackend().GetThread();
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if (sw_thread)
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s_last_sw_time = sw_thread->GetCPUTime();
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}
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s_last_cpu_time = s_cpu_thread_handle ? s_cpu_thread_handle.GetCPUTime() : 0;
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if (const Threading::Thread* sw_thread = g_gpu->GetSWThread(); sw_thread)
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s_last_sw_time = sw_thread->GetCPUTime();
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else
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s_last_sw_time = 0;
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s_average_frame_time_accumulator = 0.0f;
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s_worst_frame_time_accumulator = 0.0f;
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s_cpu_thread_usage = 0.0f;
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s_cpu_thread_time = 0.0f;
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s_sw_thread_usage = 0.0f;
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s_sw_thread_time = 0.0f;
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s_fps_timer.Reset();
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ResetThrottler();
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}
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@ -168,7 +168,7 @@ void ImGuiManager::DrawPerformanceOverlay()
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FormatProcessorStat(text, System::GetCPUThreadUsage(), System::GetCPUThreadAverageTime());
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DRAW_LINE(fixed_font, text, IM_COL32(255, 255, 255, 255));
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if (!g_gpu->IsHardwareRenderer() && g_settings.gpu_use_thread)
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if (g_gpu->GetSWThread())
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{
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text.Assign("SW: ");
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FormatProcessorStat(text, System::GetSWThreadUsage(), System::GetSWThreadAverageTime());
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