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Record frame num in view stats (#2908)
* Add 'frameNumber' to Frame struct Previously, the frame number returned from bgfx::frame() was tracked separately in the Context. Now, we store that information in the Frame. This will allow us to attach the frame number to ViewStats. * Add frame number to ViewStats When ViewStats are enabled, we tag each timer query with the current frame number, then include that information in the final results. In this way, clients can correlate specific work that they submitted to specific GPU timing information. NOTE: Some backends not implemented, yet. They will always have 0 for frame number. The ones which are implemented are: * OpenGL * Vulkan * D3D 9,11,12 * Noop
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@@ -3987,9 +3987,10 @@ namespace bgfx { namespace webgpu
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{
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}
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uint32_t TimerQueryWgpu::begin(uint32_t _resultIdx)
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uint32_t TimerQueryWgpu::begin(uint32_t _resultIdx, uint32_t _frameNum)
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{
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BX_UNUSED(_resultIdx);
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BX_UNUSED(_frameNum);
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return 0;
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}
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@@ -4847,6 +4848,7 @@ namespace bgfx { namespace webgpu
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perfStats.numCompute = statsKeyType[1];
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perfStats.numBlit = _render->m_numBlitItems;
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perfStats.maxGpuLatency = maxGpuLatency;
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perfStats.gpuFrameNum = result.m_frameNum;
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bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
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perfStats.gpuMemoryMax = -INT64_MAX;
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perfStats.gpuMemoryUsed = -INT64_MAX;
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