Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/lib/MojoShader/utils/glcaps.c
163 lines | 4.9 KiB | text/x-c | CLexer
#ifdef _WINDOWS
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>
#endif
#include <stdio.h>
#define GL_GLEXT_LEGACY 1
#include "GL/gl.h"
#include "GL/glext.h"
#include "SDL.h"
#ifndef WINGDIAPI
#define WINGDIAPI
#endif
typedef WINGDIAPI void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
#ifndef GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT
#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2
#endif
#ifndef GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT
#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3
#endif
#ifndef GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT
#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4
#endif
#ifndef GL_MAX_BINDABLE_UNIFORM_SIZE_EXT
#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED
#endif
static int is_atleast_gl3(const char *str)
{
int maj, min;
sscanf(str, "%d.%d", &maj, &min);
return ( ((maj << 16) | min) >= ((3 << 16) | 0) );
}
int main(int argc, char **argv)
{
int retval = 1;
GLint val = 0;
const char *str = NULL;
SDL_Window *sdlwindow = NULL;
if (SDL_Init(SDL_INIT_VIDEO) == -1)
fprintf(stderr, "SDL_Init() error: %s\n", SDL_GetError());
else if (SDL_GL_LoadLibrary(NULL) == -1)
fprintf(stderr, "SDL_GL_LoadLibrary() error: %s\n", SDL_GetError());
else if ((sdlwindow = SDL_CreateWindow(argv[0], SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL)) == NULL)
fprintf(stderr, "SDL_CreateWindow() error: %s\n", SDL_GetError());
if (SDL_GL_CreateContext(sdlwindow) == NULL)
fprintf(stderr, "SDL_GL_CreateContext() error: %s\n", SDL_GetError());
else
retval = 0;
if (retval != 0)
{
SDL_Quit();
return retval;
} // if
PFNGLGETSTRINGPROC pglGetString = (PFNGLGETSTRINGPROC) SDL_GL_GetProcAddress("glGetString");
PFNGLGETINTEGERVPROC pglGetIntegerv = (PFNGLGETINTEGERVPROC) SDL_GL_GetProcAddress("glGetIntegerv");
PFNGLGETPROGRAMIVARBPROC pglGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC) SDL_GL_GetProcAddress("glGetProgramivARB");
PFNGLGETSTRINGIPROC pglGetStringi = (PFNGLGETSTRINGIPROC) SDL_GL_GetProcAddress("glGetStringi");
printf("Basic strings...\n\n");
#define getval(x) printf(#x ": %s\n", pglGetString(x))
getval(GL_RENDERER);
getval(GL_VERSION);
getval(GL_VENDOR);
#undef getval
printf("\nExtensions...\n\n");
if (is_atleast_gl3((const char *) pglGetString(GL_VERSION)))
{
GLint i;
GLint num_exts = 0;
pglGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
for (i = 0; i < num_exts; i++)
printf("%s\n", (const char *) pglGetStringi(GL_EXTENSIONS, i));
}
else
{
const GLubyte *ext = pglGetString(GL_EXTENSIONS);
while (*ext)
{
fputc((*ext == ' ') ? '\n' : ((int) *ext), stdout);
ext++;
} // while
ext--;
if (*ext != ' ')
printf("\n");
}
printf("\nARB1 values...\n\n");
if (pglGetProgramivARB == NULL)
printf(" (unsupported.)\n");
else
{
#define getval(x) \
val = -1; \
pglGetProgramivARB(GL_VERTEX_PROGRAM_ARB, x, &val); \
printf(#x ": %d\n", (int) val);
getval(GL_MAX_PROGRAM_INSTRUCTIONS_ARB);
getval(GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB);
getval(GL_MAX_PROGRAM_TEMPORARIES_ARB);
getval(GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB);
getval(GL_MAX_PROGRAM_PARAMETERS_ARB);
getval(GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB);
getval(GL_MAX_PROGRAM_ATTRIBS_ARB);
getval(GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB);
getval(GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB);
getval(GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB);
getval(GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB);
getval(GL_MAX_PROGRAM_ENV_PARAMETERS_ARB);
getval(GL_MAX_PROGRAM_PARAMETERS_ARB);
#undef getval
} // else
printf("\nGLSL values...\n\n");
#define getval(x) \
val = -1; \
pglGetIntegerv(x, &val); \
printf(#x ": %d\n", (int) val);
str = (const char *) pglGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
printf("GL_SHADING_LANGUAGE_VERSION_ARB: %s\n", str);
getval(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB);
getval(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB);
getval(GL_MAX_VARYING_FLOATS_ARB);
getval(GL_MAX_VERTEX_ATTRIBS_ARB);
getval(GL_MAX_TEXTURE_IMAGE_UNITS_ARB);
getval(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB);
getval(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB);
getval(GL_MAX_TEXTURE_COORDS_ARB);
printf("\nGL_EXT_bindable_uniform values...\n\n");
getval(GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT);
getval(GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT);
getval(GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT);
getval(GL_MAX_BINDABLE_UNIFORM_SIZE_EXT);
#undef getval
SDL_Quit();
printf("\n");
return 0;
}