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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/statistics.h
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78
Code/ww3d2/statistics.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef WW3D_STATISTICS_H
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#define WW3D_STATISTICS_H
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#include "always.h"
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//#include "wwstring.h"
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class TextureClass;
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class StringClass;
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class ShaderClass;
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namespace Debug_Statistics
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{
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enum RecordTextureMode
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{
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RECORD_TEXTURE_NONE,
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RECORD_TEXTURE_SIMPLE,
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RECORD_TEXTURE_DETAILS
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};
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// Texture memory tracking system
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void Record_Texture_Mode(RecordTextureMode m);
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RecordTextureMode Get_Record_Texture_Mode();
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void Record_Texture(TextureClass* t);
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int Get_Record_Texture_Size(); // Return total size of textures used during latest frame, in bytes
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int Get_Record_Lightmap_Texture_Size(); // Return total size of lightmap textures used during latest frame, in bytes
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int Get_Record_Procedural_Texture_Size(); // Return total size of procedural textures used during latest frame, in bytes
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int Get_Record_Texture_Count(); // Return total number of textures used during latest frame
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int Get_Record_Texture_Change_Count();
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int Get_Record_Lightmap_Texture_Count(); // Return total number of lightmap textures used during latest frame
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int Get_Record_Procedural_Texture_Count(); // Return total number of procedutal textures used during latest frame
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const StringClass& Get_Record_Texture_String();
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void Record_DX8_Skin_Polys_And_Vertices(int pcount,int vcount);
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void Record_DX8_Polys_And_Vertices(int pcount,int vcount,const ShaderClass& shader);
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void Record_Sorting_Polys_And_Vertices(int pcount,int vcount);
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int Get_DX8_Polygons();
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int Get_DX8_Vertices();
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int Get_DX8_Skin_Renders();
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int Get_DX8_Skin_Polygons();
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int Get_DX8_Skin_Vertices();
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int Get_Sorting_Polygons();
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int Get_Sorting_Vertices();
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void Begin_Statistics();
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void End_Statistics();
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};
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#define ADD_STATISTICS_VERTEX_PROCESSOR_PUSH Debug_Statistics::Add_Vertex_Processor()
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#define DX8_RECORD_TEXTURE(t) Debug_Statistics::Record_Texture(t)
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#define DX8_RECORD_TEXTURE_ARRAY(t,c) Debug_Statistics::Record_Texture_Array(t,c)
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#define DX8_RECORD_RENDER(polys,verts,shader) Debug_Statistics::Record_DX8_Polys_And_Vertices(polys,verts,shader)
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#define DX8_RECORD_SORTING_RENDER(polys,verts) Debug_Statistics::Record_Sorting_Polys_And_Vertices(polys,verts)
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#define DX8_RECORD_SKIN_RENDER(polys,verts) Debug_Statistics::Record_DX8_Skin_Polys_And_Vertices(polys,verts)
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#endif
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