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https://github.com/hrydgard/ppsspp.git
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Just some refactoring of the GPUStatistics struct, and more use of StringWriter
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62 files changed
+413
-426
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@@ -571,7 +571,7 @@ void DrawEngineCommon::ApplyFramebufferRead(FBOTexState *fboTexState) {
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if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) {
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*fboTexState = FBO_TEX_READ_FRAMEBUFFER;
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} else {
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gpuStats.numCopiesForShaderBlend++;
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gpuStats.perFrame.numCopiesForShaderBlend++;
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*fboTexState = FBO_TEX_COPY_BIND_TEX;
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}
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gstate_c.Dirty(DIRTY_SHADERBLEND);
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@@ -1037,7 +1037,7 @@ void DrawEngineCommon::DepthRasterSubmitRaw(GEPrimitiveType prim, const VertexDe
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return;
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}
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TimeCollector collectStat(&gpuStats.msPrepareDepth, coreCollectDebugStats);
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TimeCollector collectStat(&gpuStats.perFrame.msPrepareDepth, coreCollectDebugStats);
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// Decode.
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int numDecoded = 0;
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@@ -1079,7 +1079,7 @@ void DrawEngineCommon::DepthRasterPredecoded(GEPrimitiveType prim, const void *i
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return;
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}
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TimeCollector collectStat(&gpuStats.msPrepareDepth, coreCollectDebugStats);
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TimeCollector collectStat(&gpuStats.perFrame.msPrepareDepth, coreCollectDebugStats);
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// Make sure these have already been indexed away.
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_dbg_assert_(prim != GE_PRIM_TRIANGLE_STRIP && prim != GE_PRIM_TRIANGLE_FAN);
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@@ -1112,7 +1112,7 @@ void DrawEngineCommon::DepthRasterPredecoded(GEPrimitiveType prim, const void *i
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void DrawEngineCommon::FlushQueuedDepth() {
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if (rasterTimeStart_ != 0.0) {
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gpuStats.msRasterTimeAvailable += time_now_d() - rasterTimeStart_;
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gpuStats.perFrame.msRasterTimeAvailable += time_now_d() - rasterTimeStart_;
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rasterTimeStart_ = 0.0;
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}
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@@ -1131,7 +1131,7 @@ void DrawEngineCommon::FlushQueuedDepth() {
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DepthScissor tileScissor = draw.scissor.Tile(0, 1);
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{
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TimeCollector collectStat(&gpuStats.msCullDepth, collectStats);
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TimeCollector collectStat(&gpuStats.perFrame.msCullDepth, collectStats);
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switch (draw.prim) {
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case GE_PRIM_RECTANGLES:
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outVertCount = DepthRasterClipIndexedRectangles(tx, ty, tz, vertices, indices, draw, tileScissor);
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@@ -1145,7 +1145,7 @@ void DrawEngineCommon::FlushQueuedDepth() {
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}
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}
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if (outVertCount > 0) {
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TimeCollector collectStat(&gpuStats.msRasterizeDepth, collectStats);
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TimeCollector collectStat(&gpuStats.perFrame.msRasterizeDepth, collectStats);
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if (!Memory::IsValid4AlignedAddress(draw.depthAddr)) {
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continue;
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}
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