dolphin/Source/Core/VideoCommon/PerfQueryBase.h
degasus eb310cbd1d VideoCommon: disable efb access + perf querys on cph thread
The usual way to handle this kind of request is to rise a flag which the gpu thread polls.
The gpu thread itself either generates the result or just write zeros if disabled.
After this, it rise another flag which says that this work is done.

So if disabled, we still have the cpu-gpu round trip time. This commit just returns 0 on the cpu thread
instead of playing ping pong...
2014-01-09 18:37:59 +01:00

59 lines
1.4 KiB
C++

#ifndef _PERFQUERY_BASE_H_
#define _PERFQUERY_BASE_H_
#include "CommonTypes.h"
enum PerfQueryType
{
PQ_ZCOMP_INPUT_ZCOMPLOC = 0,
PQ_ZCOMP_OUTPUT_ZCOMPLOC,
PQ_ZCOMP_INPUT,
PQ_ZCOMP_OUTPUT,
PQ_BLEND_INPUT,
PQ_EFB_COPY_CLOCKS,
PQ_NUM_MEMBERS
};
enum PerfQueryGroup
{
PQG_ZCOMP_ZCOMPLOC,
PQG_ZCOMP,
PQG_EFB_COPY_CLOCKS,
PQG_NUM_MEMBERS,
};
class PerfQueryBase
{
public:
PerfQueryBase() {}
virtual ~PerfQueryBase() {}
// Checks if performance queries are enabled in the gameini configuration.
// NOTE: Called from CPU+GPU thread
bool ShouldEmulate() const;
// Begin querying the specified value for the following host GPU commands
virtual void EnableQuery(PerfQueryGroup type) {}
// Stop querying the specified value for the following host GPU commands
virtual void DisableQuery(PerfQueryGroup type) {}
// Reset query counters to zero and drop any pending queries
virtual void ResetQuery() {}
// Return the measured value for the specified query type
// NOTE: Called from CPU thread
virtual u32 GetQueryResult(PerfQueryType type) { return 0; }
// Request the value of any pending queries - causes a pipeline flush and thus should be used carefully!
virtual void FlushResults() {}
// True if there are no further pending query results
// NOTE: Called from CPU thread
virtual bool IsFlushed() const { return true; }
};
extern PerfQueryBase* g_perf_query;
#endif // _PERFQUERY_H_