[GPU] Don't bother redrawing the trace dump window
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6b4e8ee19e
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@ -127,7 +127,7 @@ bool TraceDump::Setup() {
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exit(1);
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});
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loop_->on_quit.AddListener([&](xe::ui::UIEvent* e) { window_.reset(); });
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window_->Resize(1920, 1200);
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window_->Resize(1280, 720);
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// Create the emulator but don't initialize so we can setup the window.
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emulator_ = std::make_unique<Emulator>(L"");
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@ -149,23 +149,6 @@ bool TraceDump::Setup() {
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});
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player_ = std::make_unique<TracePlayer>(loop_.get(), graphics_system_);
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window_->on_painting.AddListener([&](xe::ui::UIEvent* e) {
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// Update titlebar status.
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auto file_name = xe::find_name_from_path(trace_file_path_);
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std::wstring title = std::wstring(L"Xenia GPU Trace Dump: ") + file_name;
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if (player_->is_playing_trace()) {
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int percent =
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static_cast<int>(player_->playback_percent() / 10000.0 * 100.0);
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title += xe::format_string(L" (%d%%)", percent);
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}
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window_->set_title(title);
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// Continuous paint.
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window_->Invalidate();
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});
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window_->Invalidate();
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return true;
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}
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@ -195,8 +178,8 @@ int TraceDump::Run() {
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// Breathe.
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});
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xe::threading::Fence capture_fence;
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int result = 0;
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auto capture_event = xe::threading::Event::CreateManualResetEvent(false);
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loop_->PostDelayed(
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[&]() {
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// Capture.
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@ -204,7 +187,7 @@ int TraceDump::Run() {
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if (!raw_image) {
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// Failed to capture anything.
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result = -1;
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capture_fence.Signal();
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capture_event->Set();
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return;
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}
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@ -216,17 +199,31 @@ int TraceDump::Run() {
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static_cast<int>(raw_image->stride));
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result = 0;
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capture_fence.Signal();
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capture_event->Set();
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},
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50);
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capture_fence.Wait();
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while (xe::threading::Wait(capture_event.get(), false,
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std::chrono::milliseconds(1)) ==
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xe::threading::WaitResult::kTimeout) {
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// Update titlebar status.
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auto file_name = xe::find_name_from_path(trace_file_path_);
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std::wstring title = std::wstring(L"Xenia GPU Trace Dump: ") + file_name;
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if (player_->is_playing_trace()) {
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int percent =
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static_cast<int>(player_->playback_percent() / 10000.0 * 100.0);
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title += xe::format_string(L" (%d%%)", percent);
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}
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window_->set_title(title);
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}
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// Profiler must exit before the window is closed.
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Profiler::Shutdown();
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// Wait until we are exited.
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loop_->Quit();
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loop_->AwaitQuit();
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Profiler::Shutdown();
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window_.reset();
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loop_.reset();
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player_.reset();
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