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feat: add an in-game performance panel (#1090)
Add in-game performance panel Co-authored-by: nmzik <Nmzik@mail.ru>
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@@ -2,6 +2,7 @@
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "common/debugCounters.h"
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#include "common/emulatorConfig.h"
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#include "common/logging/log.h"
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#include "common/profiler.h"
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@@ -954,6 +955,7 @@ void TextureCache::UploadImage(Image& image, Buffer& source, uint64_t source_off
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const auto linear = m_tiler.Detile(source.Handle(), source_offset, info);
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const auto copies = info.BufferCopies(linear.offset);
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destination.Upload(copies, linear.buffer, linear.offset, linear.size);
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Common::DebugCounters::Add(Common::DebugCounters::Counter::TextureUploadBytes, linear.size);
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return;
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}
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@@ -999,6 +1001,7 @@ void TextureCache::UploadImage(Image& image, Buffer& source, uint64_t source_off
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copies[0].imageExtent = info.extent;
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}
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destination.Upload(copies, linear.buffer, linear.offset, linear.size);
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Common::DebugCounters::Add(Common::DebugCounters::Counter::TextureUploadBytes, linear.size);
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}
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void TextureCache::InitializeImage(ImageId id) {
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@@ -1774,6 +1777,7 @@ bool TextureCache::DownloadImageMemory(ImageId id) {
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download.Flush(offset, range.size);
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DownloadImage(image, download, offset, range.size, image.info.resources.levels);
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Common::DebugCounters::Add(Common::DebugCounters::Counter::TextureDownloadBytes, range.size);
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vk::BufferMemoryBarrier barrier {};
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barrier.srcAccessMask = vk::AccessFlagBits::eMemoryWrite | vk::AccessFlagBits::eTransferWrite |
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vk::AccessFlagBits::eShaderWrite;
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@@ -1943,6 +1947,7 @@ void TextureCache::RunGarbageCollector() {
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}
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}
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FreeImage(id);
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Common::DebugCounters::Add(Common::DebugCounters::Counter::TextureEvictions);
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if (m_total_used_memory < m_critical_gc_memory && aggressive) {
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deletions >>= 2;
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aggressive = false;
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