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CnC_Renegade/Code/ww3d2/statistics.h

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C++

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