Add GPU stat for number of depth copies per frame
Will be useful for evaluating #15700
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3 changed files with 6 additions and 1 deletions
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@ -494,6 +494,8 @@ void FramebufferManagerCommon::BlitFramebufferDepth(VirtualFramebuffer *src, Vir
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return;
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}
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gpuStats.numDepthCopies++;
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int w = std::min(src->renderWidth, dst->renderWidth);
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int h = std::min(src->renderHeight, dst->renderHeight);
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@ -75,6 +75,7 @@ struct GPUStatistics {
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numReadbacks = 0;
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numUploads = 0;
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numClears = 0;
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numDepthCopies = 0;
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msProcessingDisplayLists = 0;
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vertexGPUCycles = 0;
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otherGPUCycles = 0;
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@ -100,6 +101,7 @@ struct GPUStatistics {
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int numReadbacks;
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int numUploads;
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int numClears;
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int numDepthCopies;
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double msProcessingDisplayLists;
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int vertexGPUCycles;
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int otherGPUCycles;
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@ -3029,7 +3029,7 @@ size_t GPUCommon::FormatGPUStatsCommon(char *buffer, size_t size) {
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"Vertices: %d cached: %d uncached: %d\n"
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"FBOs active: %d (evaluations: %d)\n"
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"Textures: %d, dec: %d, invalidated: %d, hashed: %d kB\n"
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"Readbacks: %d, uploads: %d\n"
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"Readbacks: %d, uploads: %d, depth copies: %d\n"
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"GPU cycles executed: %d (%f per vertex)\n",
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gpuStats.msProcessingDisplayLists * 1000.0f,
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gpuStats.numDrawCalls,
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@ -3049,6 +3049,7 @@ size_t GPUCommon::FormatGPUStatsCommon(char *buffer, size_t size) {
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gpuStats.numTextureDataBytesHashed / 1024,
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gpuStats.numReadbacks,
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gpuStats.numUploads,
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gpuStats.numDepthCopies,
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gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
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vertexAverageCycles
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);
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