Fromatting cleanup for review
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22198ee67c
5 changed files with 19 additions and 21 deletions
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@ -97,8 +97,8 @@ namespace Ryujinx.HLE.HOS.Services
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Logger.PrintDebug(LogClass.KernelIpc, $"{service.GetType().Name}: {processRequest.Method.Name}");
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ProfileConfig profile = Profiles.ServiceCall;
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profile.SessionGroup = service.GetType().Name;
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profile.SessionItem = processRequest.Method.Name;
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profile.SessionGroup = service.GetType().Name;
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profile.SessionItem = processRequest.Method.Name;
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Profile.Begin(profile);
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long result = processRequest(context);
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@ -14,7 +14,7 @@ namespace Ryujinx.Profiler
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public int MaxLevel { get; set; } = 0;
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// 19531225 = 5 seconds in ticks
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public long History { get; set; } = 19531225;
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public long History { get; set; } = 19531225;
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// Controls
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public NpadDebug Controls;
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@ -50,7 +50,6 @@ namespace Ryujinx.Profiler
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// Depth of current timer,
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// each begin call increments and each end call decrements
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private int _depth;
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public TimingInfo()
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{
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@ -41,14 +41,11 @@ namespace Ryujinx.Profiler.UI
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private ProfileButton[] _buttons;
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private bool _initComplete = false;
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private bool _visible = true;
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private bool _visibleChanged = true;
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private bool _viewportUpdated = true;
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private bool _redrawPending = true;
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private bool _displayGraph = true;
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private bool _showInactive = true;
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private bool _paused = false;
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private bool _doStep = false;
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@ -84,6 +81,7 @@ namespace Ryujinx.Profiler.UI
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private bool _prevBackspaceDown = false;
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private double _backspaceDownTime = 0;
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// F35 used as no key
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private Key _graphControlKey = Key.F35;
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// Event management
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@ -91,7 +89,6 @@ namespace Ryujinx.Profiler.UI
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private double _processEventTimer;
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private bool _profileUpdated = false;
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private readonly object _profileDataLock = new object();
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public ProfileWindow()
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// Graphigs mode enables 2xAA
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@ -553,9 +550,9 @@ namespace Ryujinx.Profiler.UI
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// Totals
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yHeight = FilterHeight + 2;
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_fontService.DrawText($"{totalInstant / PerformanceCounter.TicksPerMillisecond:F3} ({totalCount})", xOffset, yHeight, TitleFontHeight);
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_fontService.DrawText($"{totalAverage / PerformanceCounter.TicksPerMillisecond:F3}", 150 + xOffset, yHeight, TitleFontHeight);
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_fontService.DrawText($"{totalTime / PerformanceCounter.TicksPerMillisecond:F3}", 260 + xOffset, yHeight, TitleFontHeight);
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_fontService.DrawText($"{totalInstant / PerformanceCounter.TicksPerMillisecond:F3} ({totalCount})", xOffset, yHeight, TitleFontHeight);
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_fontService.DrawText($"{totalAverage / PerformanceCounter.TicksPerMillisecond:F3}", 150 + xOffset, yHeight, TitleFontHeight);
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_fontService.DrawText($"{totalTime / PerformanceCounter.TicksPerMillisecond:F3}", 260 + xOffset, yHeight, TitleFontHeight);
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#endregion
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}
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@ -23,7 +23,7 @@ namespace Ryujinx.Profiler.UI
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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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maxTotal = Math.Max(maxTotal, kvp.Value.TotalTime);
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}
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GL.Enable(EnableCap.ScissorTest);
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@ -33,8 +33,8 @@ namespace Ryujinx.Profiler.UI
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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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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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@ -42,17 +42,18 @@ namespace Ryujinx.Profiler.UI
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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, top);
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GL.Vertex2(right, bottom);
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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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top += barHeight;
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bottom += barHeight;
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right = (float)entry.Value.AverageTime / maxAverage * width + xOffset;
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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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@ -63,9 +64,10 @@ namespace Ryujinx.Profiler.UI
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// Total
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GL.Color3(Color.Red);
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top += barHeight;
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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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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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