VideoCommon/Statistics: Normalize statistic variable names

Normalizes all variables related to statistics so that they follow our
coding style.

These are relatively low traffic areas, so this modification isn't too
noisy.
This commit is contained in:
Lioncash
2019-07-10 23:11:14 -04:00
parent 0a7395bfba
commit a99c7d01e1
19 changed files with 169 additions and 163 deletions

View File

@ -14,15 +14,15 @@ Statistics stats;
void Statistics::ResetFrame()
{
thisFrame = {};
this_frame = {};
}
void Statistics::SwapDL()
{
std::swap(stats.thisFrame.numDLPrims, stats.thisFrame.numPrims);
std::swap(stats.thisFrame.numXFLoadsInDL, stats.thisFrame.numXFLoads);
std::swap(stats.thisFrame.numCPLoadsInDL, stats.thisFrame.numCPLoads);
std::swap(stats.thisFrame.numBPLoadsInDL, stats.thisFrame.numBPLoads);
std::swap(stats.this_frame.num_dl_prims, stats.this_frame.num_prims);
std::swap(stats.this_frame.num_xf_loads_in_dl, stats.this_frame.num_xf_loads);
std::swap(stats.this_frame.num_cp_loads_in_dl, stats.this_frame.num_cp_loads);
std::swap(stats.this_frame.num_bp_loads_in_dl, stats.this_frame.num_bp_loads);
}
void Statistics::Display()
@ -48,43 +48,43 @@ void Statistics::Display()
if (g_ActiveConfig.backend_info.api_type == APIType::Nothing)
{
draw_statistic("Objects", "%d", stats.thisFrame.numDrawnObjects);
draw_statistic("Vertices Loaded", "%d", stats.thisFrame.numVerticesLoaded);
draw_statistic("Triangles Input", "%d", stats.thisFrame.numTrianglesIn);
draw_statistic("Triangles Rejected", "%d", stats.thisFrame.numTrianglesRejected);
draw_statistic("Triangles Culled", "%d", stats.thisFrame.numTrianglesCulled);
draw_statistic("Triangles Clipped", "%d", stats.thisFrame.numTrianglesClipped);
draw_statistic("Triangles Drawn", "%d", stats.thisFrame.numTrianglesDrawn);
draw_statistic("Rasterized Pix", "%d", stats.thisFrame.rasterizedPixels);
draw_statistic("TEV Pix In", "%d", stats.thisFrame.tevPixelsIn);
draw_statistic("TEV Pix Out", "%d", stats.thisFrame.tevPixelsOut);
draw_statistic("Objects", "%d", stats.this_frame.num_drawn_objects);
draw_statistic("Vertices Loaded", "%d", stats.this_frame.num_vertices_loaded);
draw_statistic("Triangles Input", "%d", stats.this_frame.num_triangles_in);
draw_statistic("Triangles Rejected", "%d", stats.this_frame.num_triangles_rejected);
draw_statistic("Triangles Culled", "%d", stats.this_frame.num_triangles_culled);
draw_statistic("Triangles Clipped", "%d", stats.this_frame.num_triangles_clipped);
draw_statistic("Triangles Drawn", "%d", stats.this_frame.num_triangles_drawn);
draw_statistic("Rasterized Pix", "%d", stats.this_frame.rasterized_pixels);
draw_statistic("TEV Pix In", "%d", stats.this_frame.tev_pixels_in);
draw_statistic("TEV Pix Out", "%d", stats.this_frame.tev_pixels_out);
}
draw_statistic("Textures created", "%d", stats.numTexturesCreated);
draw_statistic("Textures uploaded", "%d", stats.numTexturesUploaded);
draw_statistic("Textures alive", "%d", stats.numTexturesAlive);
draw_statistic("pshaders created", "%d", stats.numPixelShadersCreated);
draw_statistic("pshaders alive", "%d", stats.numPixelShadersAlive);
draw_statistic("vshaders created", "%d", stats.numVertexShadersCreated);
draw_statistic("vshaders alive", "%d", stats.numVertexShadersAlive);
draw_statistic("shaders changes", "%d", stats.thisFrame.numShaderChanges);
draw_statistic("dlists called", "%d", stats.thisFrame.numDListsCalled);
draw_statistic("Primitive joins", "%d", stats.thisFrame.numPrimitiveJoins);
draw_statistic("Draw calls", "%d", stats.thisFrame.numDrawCalls);
draw_statistic("Primitives", "%d", stats.thisFrame.numPrims);
draw_statistic("Primitives (DL)", "%d", stats.thisFrame.numDLPrims);
draw_statistic("XF loads", "%d", stats.thisFrame.numXFLoads);
draw_statistic("XF loads (DL)", "%d", stats.thisFrame.numXFLoadsInDL);
draw_statistic("CP loads", "%d", stats.thisFrame.numCPLoads);
draw_statistic("CP loads (DL)", "%d", stats.thisFrame.numCPLoadsInDL);
draw_statistic("BP loads", "%d", stats.thisFrame.numBPLoads);
draw_statistic("BP loads (DL)", "%d", stats.thisFrame.numBPLoadsInDL);
draw_statistic("Vertex streamed", "%i kB", stats.thisFrame.bytesVertexStreamed / 1024);
draw_statistic("Index streamed", "%i kB", stats.thisFrame.bytesIndexStreamed / 1024);
draw_statistic("Uniform streamed", "%i kB", stats.thisFrame.bytesUniformStreamed / 1024);
draw_statistic("Vertex Loaders", "%d", stats.numVertexLoaders);
draw_statistic("EFB peeks:", "%d", stats.thisFrame.numEFBPeeks);
draw_statistic("EFB pokes:", "%d", stats.thisFrame.numEFBPokes);
draw_statistic("Textures created", "%d", stats.num_textures_created);
draw_statistic("Textures uploaded", "%d", stats.num_textures_uploaded);
draw_statistic("Textures alive", "%d", stats.num_textures_alive);
draw_statistic("pshaders created", "%d", stats.num_pixel_shaders_created);
draw_statistic("pshaders alive", "%d", stats.num_pixel_shaders_alive);
draw_statistic("vshaders created", "%d", stats.num_vertex_shaders_created);
draw_statistic("vshaders alive", "%d", stats.num_vertex_shaders_alive);
draw_statistic("shaders changes", "%d", stats.this_frame.num_shader_changes);
draw_statistic("dlists called", "%d", stats.this_frame.num_dlists_called);
draw_statistic("Primitive joins", "%d", stats.this_frame.num_primitive_joins);
draw_statistic("Draw calls", "%d", stats.this_frame.num_draw_calls);
draw_statistic("Primitives", "%d", stats.this_frame.num_prims);
draw_statistic("Primitives (DL)", "%d", stats.this_frame.num_dl_prims);
draw_statistic("XF loads", "%d", stats.this_frame.num_xf_loads);
draw_statistic("XF loads (DL)", "%d", stats.this_frame.num_xf_loads_in_dl);
draw_statistic("CP loads", "%d", stats.this_frame.num_cp_loads);
draw_statistic("CP loads (DL)", "%d", stats.this_frame.num_cp_loads_in_dl);
draw_statistic("BP loads", "%d", stats.this_frame.num_bp_loads);
draw_statistic("BP loads (DL)", "%d", stats.this_frame.num_bp_loads_in_dl);
draw_statistic("Vertex streamed", "%i kB", stats.this_frame.bytes_vertex_streamed / 1024);
draw_statistic("Index streamed", "%i kB", stats.this_frame.bytes_index_streamed / 1024);
draw_statistic("Uniform streamed", "%i kB", stats.this_frame.bytes_uniform_streamed / 1024);
draw_statistic("Vertex Loaders", "%d", stats.num_vertex_loaders);
draw_statistic("EFB peeks:", "%d", stats.this_frame.num_efb_peeks);
draw_statistic("EFB pokes:", "%d", stats.this_frame.num_efb_pokes);
ImGui::Columns(1);