SDL: Add a shoddy FPS counter
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2a63dbce64
commit
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@ -388,10 +388,12 @@ void SDLInterface::RenderDisplay()
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void SDLInterface::RenderImGui()
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{
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RenderMainMenuBar();
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RenderOSDMessages();
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m_system->RenderUI();
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RenderOSDMessages();
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RenderFPS();
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ImGui::Render();
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}
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@ -512,6 +514,27 @@ void SDLInterface::RenderOSDMessages()
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}
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}
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void SDLInterface::RenderFPS()
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{
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// Position in the top-right corner of the screen.
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ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x - 2.0f, 2.0f), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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ImGui::SetNextWindowSize(ImVec2(80.0f, 20.0f));
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if (ImGui::Begin("FPS", nullptr,
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ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove |
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ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
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ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing |
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ImGuiWindowFlags_NoBackground))
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{
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "FPS: %.2f", m_fps);
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}
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ImGui::End();
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ImGui::PopStyleVar(2);
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}
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void SDLInterface::DoLoadState(u32 index)
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{
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LoadState(GetSaveStateFilename(index));
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@ -538,6 +561,19 @@ void SDLInterface::Run()
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}
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m_system->RunFrame();
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// update fps counter
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{
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m_fps_counter++;
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const double time = m_fps_timer.GetTimeSeconds();
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if (time > 0.1)
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{
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m_fps = static_cast<float>(m_fps_counter / time);
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m_fps_counter = 0;
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m_fps_timer.Reset();
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}
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}
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Render();
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}
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}
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@ -57,6 +57,7 @@ private:
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void RenderDisplay();
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void RenderMainMenuBar();
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void RenderOSDMessages();
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void RenderFPS();
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SDL_Window* m_window = nullptr;
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SDL_GLContext m_gl_context = nullptr;
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@ -76,4 +77,8 @@ private:
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std::mutex m_osd_messages_lock;
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std::shared_ptr<DigitalController> m_controller;
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float m_fps = 0.0f;
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u32 m_fps_counter = 0;
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Timer m_fps_timer;
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};
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@ -753,11 +753,7 @@ bool GPU::HandleCopyRectangleVRAMToVRAMCommand()
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return true;
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}
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void GPU::UpdateDisplay()
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{
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m_render_state.texture_changed = true;
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m_system->IncrementFrameNumber();
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}
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void GPU::UpdateDisplay() {}
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void GPU::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) {}
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