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6e774f1b64
This is good hygiene, and also happens to be required to build Dolphin using Clang modules. (Under this setup, each header file becomes a module, and each #include is automatically translated to a module import. Recursive includes still leak through (by default), but modules are compiled independently, and can't depend on defines or types having previously been set up. The main reason to retrofit it onto Dolphin is compilation performance - no more textual includes whatsoever, rather than putting a few blessed common headers into a PCH. Unfortunately, I found multiple Clang bugs while trying to build Dolphin this way, so it's not ready yet, but I can start with this prerequisite.)
48 lines
980 B
C++
48 lines
980 B
C++
#pragma once
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#include <array>
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#include "VideoBackends/OGL/GLExtensions/GLExtensions.h"
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#include "VideoCommon/PerfQueryBase.h"
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namespace OGL
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{
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class PerfQuery : public PerfQueryBase
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{
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public:
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PerfQuery();
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~PerfQuery();
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void EnableQuery(PerfQueryGroup type) override;
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void DisableQuery(PerfQueryGroup type) override;
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void ResetQuery() override;
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u32 GetQueryResult(PerfQueryType type) override;
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void FlushResults() override;
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bool IsFlushed() const override;
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private:
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struct ActiveQuery
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{
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GLuint query_id;
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PerfQueryGroup query_type;
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};
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// when testing in SMS: 64 was too small, 128 was ok
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static const u32 PERF_QUERY_BUFFER_SIZE = 512;
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void WeakFlush();
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// Only use when non-empty
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void FlushOne();
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// This contains gl query objects with unretrieved results.
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std::array<ActiveQuery, PERF_QUERY_BUFFER_SIZE> m_query_buffer;
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u32 m_query_read_pos;
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// TODO: sloppy
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volatile u32 m_query_count;
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volatile u32 m_results[PQG_NUM_MEMBERS];
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};
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} // namespace
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