mirror of
https://github.com/GreemDev/Ryujinx.git
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b2b736abc2
* Fix typos * Remove unneeded using statements * Enforce var style more * Remove redundant qualifiers * Fix some indentation * Disable naming warnings on files with external enum names * Fix build * Mass find & replace for comments with no spacing * Standardize todo capitalization and for/if spacing
85 lines
3 KiB
C#
85 lines
3 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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namespace Ryujinx.Profiler.UI
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{
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public partial class ProfileWindow
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{
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private void DrawBars(float xOffset, float yOffset, float width)
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{
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if (_sortedProfileData.Count != 0)
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{
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long maxAverage;
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long maxTotal;
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int verticalIndex = 0;
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float barHeight = (LineHeight - LinePadding) / 3.0f;
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// Get max values
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long maxInstant = maxAverage = maxTotal = 0;
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foreach (KeyValuePair<ProfileConfig, TimingInfo> kvp in _sortedProfileData)
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{
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maxInstant = Math.Max(maxInstant, kvp.Value.Instant);
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maxAverage = Math.Max(maxAverage, kvp.Value.AverageTime);
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maxTotal = Math.Max(maxTotal, kvp.Value.TotalTime);
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}
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GL.Enable(EnableCap.ScissorTest);
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GL.Begin(PrimitiveType.Triangles);
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foreach (var entry in _sortedProfileData)
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{
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// Instant
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GL.Color3(Color.Blue);
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float bottom = GetLineY(yOffset, LineHeight, LinePadding, true, verticalIndex++);
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float top = bottom + barHeight;
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float right = (float)entry.Value.Instant / maxInstant * width + xOffset;
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// Skip rendering out of bounds bars
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if (top < 0 || bottom > Height)
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continue;
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GL.Vertex2(xOffset, bottom);
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GL.Vertex2(xOffset, top);
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GL.Vertex2(right, top);
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GL.Vertex2(right, top);
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GL.Vertex2(right, bottom);
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GL.Vertex2(xOffset, bottom);
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// Average
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GL.Color3(Color.Green);
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top += barHeight;
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bottom += barHeight;
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right = (float)entry.Value.AverageTime / maxAverage * width + xOffset;
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GL.Vertex2(xOffset, bottom);
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GL.Vertex2(xOffset, top);
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GL.Vertex2(right, top);
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GL.Vertex2(right, top);
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GL.Vertex2(right, bottom);
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GL.Vertex2(xOffset, bottom);
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// Total
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GL.Color3(Color.Red);
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top += barHeight;
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bottom += barHeight;
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right = (float)entry.Value.TotalTime / maxTotal * width + xOffset;
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GL.Vertex2(xOffset, bottom);
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GL.Vertex2(xOffset, top);
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GL.Vertex2(right, top);
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GL.Vertex2(right, top);
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GL.Vertex2(right, bottom);
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GL.Vertex2(xOffset, bottom);
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}
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GL.End();
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GL.Disable(EnableCap.ScissorTest);
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}
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}
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}
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}
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