Added auto scaling graphs to performance window
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@ -1,6 +1,6 @@
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#include "PerformanceWindow.h"
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#include "imgui.h"
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#include <algorithm> // for std::move, etc.
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#include <algorithm> // for std::max_element, etc.
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extern int LoaddedAssets;
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@ -14,6 +14,10 @@ static float s_MsHistory[60] = {0.0f};
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static float s_CallsHistory[60] = {0.0f};
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static float s_TriangleHistory[60] = {0.0f};
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// Current dynamic max scale for FPS and ms
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static float s_FpsScale = 120.0f; // default starting scale for FPS
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static float s_MsScale = 25.0f; // default starting scale for ms
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// This function shifts the old values left and appends a new value at the end.
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static void PushValueToHistory(float* historyArray, int historySize, float newValue)
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{
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@ -25,6 +29,9 @@ static void PushValueToHistory(float* historyArray, int historySize, float newVa
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// We'll track when we last pushed data to our history.
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static double s_LastPushTime = 0.0;
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// We'll also track when we last updated the scale
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static double s_LastScaleUpdate = 0.0;
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// Update counters from the outside
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void PerformanceWindow::UpdatePerformanceStats(int newCallCount, int newTriangleCount)
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{
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@ -34,9 +41,10 @@ void PerformanceWindow::UpdatePerformanceStats(int newCallCount, int newTriangle
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void PerformanceWindow::Show(float fps, float ms)
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{
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// Get current time from ImGui's internal clock
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// 1) Get current time from ImGui's internal clock
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double currentTime = ImGui::GetTime();
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// If at least 1ms (0.001s) has passed, push new data
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// 2) If at least 0.05s has passed, push new data (about 20 updates per second)
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if ((currentTime - s_LastPushTime) >= 0.05)
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{
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s_LastPushTime = currentTime;
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@ -48,6 +56,36 @@ void PerformanceWindow::Show(float fps, float ms)
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PushValueToHistory(s_TriangleHistory, 60, (float)m_TriangleCount);
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}
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// 3) Every 1 second, recalculate the max scale for FPS and ms
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if ((currentTime - s_LastScaleUpdate) >= 1.0)
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{
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s_LastScaleUpdate = currentTime;
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// Find the maximum in s_FpsHistory
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float maxFps = 0.0f;
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for (int i = 0; i < 60; i++)
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{
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if (s_FpsHistory[i] > maxFps)
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maxFps = s_FpsHistory[i];
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}
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// Scale it by +15%, ensure it's not below 1.0
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maxFps *= 1.15f;
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if (maxFps < 1.0f) maxFps = 1.0f;
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s_FpsScale = maxFps;
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// Find the maximum in s_MsHistory
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float maxMs = 0.0f;
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for (int i = 0; i < 60; i++)
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{
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if (s_MsHistory[i] > maxMs)
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maxMs = s_MsHistory[i];
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}
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// Scale it by +15%, ensure it's not below 1.0
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maxMs *= 1.15f;
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if (maxMs < 1.0f) maxMs = 1.0f;
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s_MsScale = maxMs;
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}
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// Optional style adjustments
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(10, 10));
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ImGui::Begin("Performance");
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@ -62,24 +100,51 @@ void PerformanceWindow::Show(float fps, float ms)
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ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.8f, 1.0f), "| ms: %.3f", ms);
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// Graphs for FPS + MS
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ImGui::PlotLines("FPS (60 frames)", s_FpsHistory, IM_ARRAYSIZE(s_FpsHistory),
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0, nullptr, 0.0f, 1000.0f, ImVec2(0, 60));
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ImGui::PlotHistogram("ms/frame", s_MsHistory, IM_ARRAYSIZE(s_MsHistory),
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0, nullptr, 0.0f, 25.0f, ImVec2(0, 60));
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// min = 0, max = s_FpsScale or s_MsScale
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ImGui::PlotLines("FPS (60 frames)",
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s_FpsHistory,
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IM_ARRAYSIZE(s_FpsHistory),
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0,
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nullptr,
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0.0f,
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s_FpsScale,
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ImVec2(0, 60));
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ImGui::PlotHistogram("ms/frame",
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s_MsHistory,
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IM_ARRAYSIZE(s_MsHistory),
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0,
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nullptr,
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0.0f,
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s_MsScale,
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ImVec2(0, 60));
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ImGui::Separator();
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// Show OpenGL calls + Triangles
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ImGui::Text("OpenGL Calls: %d", m_OpenGLCallCount);
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ImGui::PlotLines("GL Calls (60 frames)", s_CallsHistory, IM_ARRAYSIZE(s_CallsHistory),
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0, nullptr, 0.0f, 300.0f, ImVec2(0, 50));
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ImGui::PlotLines("GL Calls (60 frames)",
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s_CallsHistory,
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IM_ARRAYSIZE(s_CallsHistory),
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0,
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nullptr,
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0.0f,
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300.0f,
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ImVec2(0, 50));
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ImGui::Text("Triangles: %d", m_TriangleCount);
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ImGui::PlotHistogram("Triangles (60 frames)", s_TriangleHistory, IM_ARRAYSIZE(s_TriangleHistory),
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0, nullptr, 0.0f, 5000.0f, ImVec2(0, 50));
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ImGui::PlotHistogram("Triangles (60 frames)",
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s_TriangleHistory,
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IM_ARRAYSIZE(s_TriangleHistory),
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0,
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nullptr,
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0.0f,
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5000.0f,
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ImVec2(0, 50));
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ImGui::Separator();
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// Show asset count
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ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "Assets: %d", LoaddedAssets);
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ImGui::End();
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@ -14,6 +14,8 @@ public:
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void UpdatePerformanceStats(int newCallCount, int newTriangleCount);
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private:
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float max_ms;
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// These are static so they're shared across all instances
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static int m_OpenGLCallCount;
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static int m_TriangleCount;
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