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https://github.com/shadps4-emu/shadPS4.git
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* host_shaders: support for includes * video_core: add a simpler vulkan asserts * video_core: refactored post processing pipeline to another file * renderer_vulkan: add define param to compile shader utility * video_core: fsr implementation * devtools: show resolution & fsr state
110 lines
3.9 KiB
C++
110 lines
3.9 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "frame_graph.h"
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#include "common/config.h"
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#include "common/singleton.h"
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#include "core/debug_state.h"
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#include "imgui.h"
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#include "imgui_internal.h"
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using namespace ImGui;
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namespace Core::Devtools::Widget {
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constexpr float TARGET_FPS = 60.0f;
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constexpr float BAR_WIDTH_MULT = 1.4f;
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constexpr float BAR_HEIGHT_MULT = 1.25f;
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constexpr float FRAME_GRAPH_PADDING_Y = 3.0f;
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constexpr static float FRAME_GRAPH_HEIGHT = 50.0f;
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void FrameGraph::DrawFrameGraph() {
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// Frame graph - inspired by
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// https://asawicki.info/news_1758_an_idea_for_visualization_of_frame_times
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const float full_width = GetContentRegionAvail().x;
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auto pos = GetCursorScreenPos();
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const ImVec2 size{full_width, FRAME_GRAPH_HEIGHT + FRAME_GRAPH_PADDING_Y * 2.0f};
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ItemSize(size);
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if (!ItemAdd({pos, pos + size}, GetID("FrameGraph"))) {
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return;
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}
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float target_dt = 1.0f / (TARGET_FPS * (float)Config::vblankDiv());
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float cur_pos_x = pos.x + full_width;
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pos.y += FRAME_GRAPH_PADDING_Y;
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const float final_pos_y = pos.y + FRAME_GRAPH_HEIGHT;
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auto& draw_list = *GetWindowDrawList();
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draw_list.AddRectFilled({pos.x, pos.y - FRAME_GRAPH_PADDING_Y},
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{pos.x + full_width, final_pos_y + FRAME_GRAPH_PADDING_Y},
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IM_COL32(0x33, 0x33, 0x33, 0xFF));
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draw_list.PushClipRect({pos.x, pos.y}, {pos.x + full_width, final_pos_y}, true);
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for (u32 i = 0; i < FRAME_BUFFER_SIZE; ++i) {
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const auto& frame_info = frame_list[(DebugState.GetFrameNum() - i) % FRAME_BUFFER_SIZE];
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const float dt_factor = target_dt / frame_info.delta;
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const float width = std::ceil(BAR_WIDTH_MULT / dt_factor);
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const float height =
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std::min(std::log2(BAR_HEIGHT_MULT / dt_factor) / 3.0f, 1.0f) * FRAME_GRAPH_HEIGHT;
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ImU32 color;
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if (dt_factor >= 0.95f) { // BLUE
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color = IM_COL32(0x33, 0x33, 0xFF, 0xFF);
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} else if (dt_factor >= 0.5f) { // GREEN <> YELLOW
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float t = 1.0f - (dt_factor - 0.5f) * 2.0f;
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int r = (int)(0xFF * t);
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color = IM_COL32(r, 0xFF, 0, 0xFF);
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} else { // YELLOW <> RED
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float t = dt_factor * 2.0f;
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int g = (int)(0xFF * t);
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color = IM_COL32(0xFF, g, 0, 0xFF);
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}
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draw_list.AddRectFilled({cur_pos_x - width, final_pos_y - height}, {cur_pos_x, final_pos_y},
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color);
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cur_pos_x -= width;
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if (cur_pos_x < width) {
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break;
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}
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}
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draw_list.PopClipRect();
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}
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void FrameGraph::Draw() {
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if (!is_open) {
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return;
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}
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SetNextWindowSize({308.0, 270.0f}, ImGuiCond_FirstUseEver);
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if (Begin("Video debug info", &is_open)) {
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const auto& ctx = *GImGui;
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const auto& io = ctx.IO;
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const auto& window = *ctx.CurrentWindow;
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auto& draw_list = *window.DrawList;
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auto isSystemPaused = DebugState.IsGuestThreadsPaused();
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if (!isSystemPaused) {
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deltaTime = DebugState.FrameDeltaTime * 1000.0f;
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frameRate = 1000.0f / deltaTime;
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}
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SeparatorText("Frame graph");
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DrawFrameGraph();
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SeparatorText("Renderer info");
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Text("Frame time: %.3f ms (%.1f FPS)", deltaTime, frameRate);
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Text("Presenter time: %.3f ms (%.1f FPS)", io.DeltaTime * 1000.0f, 1.0f / io.DeltaTime);
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Text("Flip frame: %d Gnm submit frame: %d", DebugState.flip_frame_count.load(),
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DebugState.gnm_frame_count.load());
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Text("Game Res: %dx%d", DebugState.game_resolution.first,
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DebugState.game_resolution.second);
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Text("Output Res: %dx%d", DebugState.output_resolution.first,
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DebugState.output_resolution.second);
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Text("FSR: %s", DebugState.is_using_fsr ? "on" : "off");
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}
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End();
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}
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} // namespace Core::Devtools::Widget
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