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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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6aa3846fb2
@@ -1,5 +1,6 @@
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#include "common/assert.h"
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#include "common/common.h"
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#include "common/debugCounters.h"
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#include "common/emulatorConfig.h"
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#include "common/file.h"
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#include "common/logging/log.h"
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@@ -432,6 +433,7 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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vk_buffer.bindPipeline(vk::PipelineBindPoint::eCompute, pipeline.pipeline);
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vk_buffer.dispatch(thread_group_x, thread_group_y, thread_group_z);
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Common::DebugCounters::Add(Common::DebugCounters::Counter::Dispatches);
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// The removed host fence also ordered read-only dispatches before later writers.
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ShaderAccessBarrier(vk_buffer, vk::PipelineStageFlagBits::eComputeShader);
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@@ -501,6 +503,7 @@ void RenderExecutor::DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer,
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1, &barrier, 0, nullptr, 0, nullptr);
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vk_buffer.bindPipeline(vk::PipelineBindPoint::eCompute, pipeline.pipeline);
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vk_buffer.dispatchIndirect(args_buffer->Handle(), args_offset);
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Common::DebugCounters::Add(Common::DebugCounters::Counter::Dispatches);
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ShaderAccessBarrier(vk_buffer, vk::PipelineStageFlagBits::eComputeShader);
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ResetBindings();
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}
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