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OpenGL: Add a profiler category measuring framebuffer readback
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@ -7,6 +7,7 @@
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#include "common/color.h"
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#include "common/color.h"
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#include "common/math_util.h"
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#include "common/math_util.h"
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#include "common/profiler.h"
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#include "core/hw/gpu.h"
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#include "core/hw/gpu.h"
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#include "core/memory.h"
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#include "core/memory.h"
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@ -873,11 +874,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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state.Apply();
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state.Apply();
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}
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}
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Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
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void RasterizerOpenGL::CommitColorBuffer() {
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void RasterizerOpenGL::CommitColorBuffer() {
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if (last_fb_color_addr != 0) {
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if (last_fb_color_addr != 0) {
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u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr);
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u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr);
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if (color_buffer != nullptr) {
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if (color_buffer != nullptr) {
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Common::Profiling::ScopeTimer timer(buffer_commit_category);
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u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
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u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
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std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
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std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
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@ -913,6 +918,8 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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u8* depth_buffer = Memory::GetPhysicalPointer(last_fb_depth_addr);
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u8* depth_buffer = Memory::GetPhysicalPointer(last_fb_depth_addr);
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if (depth_buffer != nullptr) {
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if (depth_buffer != nullptr) {
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Common::Profiling::ScopeTimer timer(buffer_commit_category);
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
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// OpenGL needs 4 bpp alignment for D24
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// OpenGL needs 4 bpp alignment for D24
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