add stats with f4 toggle
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a29a6018b8
commit
8c0777b547
7 changed files with 88 additions and 36 deletions
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@ -39,8 +39,6 @@
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(var camera nil)
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(var ceiling-tex nil)
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(var floor-tex nil)
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(var fps-avg 0)
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(var fps-sample-count 0)
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(var grounded true)
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(var land-squash 0)
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(var last-dt 0.016)
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@ -178,14 +176,6 @@
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(fn update [dt]
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(set last-dt dt)
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(let [fps (pxl8.get_fps)]
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(set fps-sample-count (+ fps-sample-count 1))
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(set fps-avg (+ (* fps-avg (/ (- fps-sample-count 1) fps-sample-count))
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(/ fps fps-sample-count)))
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(when (>= fps-sample-count 120)
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(set fps-sample-count 0)
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(set fps-avg 0)))
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(setup-materials)
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(when (> portal-cooldown 0)
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@ -380,15 +370,9 @@
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(let [cx (/ (pxl8.get_width) 2)
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cy (/ (pxl8.get_height) 2)
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crosshair-size 4
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crosshair-color 240
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text-color 251]
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crosshair-color 240]
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(pxl8.line (- cx crosshair-size) cy (+ cx crosshair-size) cy crosshair-color)
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(pxl8.line cx (- cy crosshair-size) cx (+ cy crosshair-size) crosshair-color)
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(pxl8.text (.. "fps: " (string.format "%.0f" fps-avg)) 5 5 text-color)
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(pxl8.text (.. "pos: " (string.format "%.0f" cam-x) ","
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(string.format "%.0f" cam-y) ","
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(string.format "%.0f" cam-z)) 5 15 text-color))
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(pxl8.line cx (- cy crosshair-size) cx (+ cy crosshair-size) crosshair-color))
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(pxl8.pop_target)))))
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{:preload preload
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@ -335,13 +335,10 @@ pxl8_result pxl8_update(pxl8* sys) {
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game->last_time = current_time;
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game->time += dt;
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game->fps_accumulator += dt;
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game->fps_frame_count++;
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game->dt = dt;
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if (game->fps_accumulator >= 1.0f) {
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game->fps = (f32)game->fps_frame_count / game->fps_accumulator;
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game->fps_accumulator = 0.0f;
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game->fps_frame_count = 0;
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if (pxl8_key_pressed(&game->input, "f4")) {
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game->debug_stats = !game->debug_stats;
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}
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#ifndef NDEBUG
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@ -450,10 +447,41 @@ pxl8_result pxl8_frame(pxl8* sys) {
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}
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}
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if (game->debug_stats) {
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const pxl8_gfx_stats* stats = pxl8_gfx_get_stats(game->gfx);
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char buf[64];
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i32 y = 4;
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if (stats) {
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snprintf(buf, sizeof(buf), "FPS: %.0f", stats->fps);
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pxl8_2d_text(game->gfx, buf, 4, y, 15);
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y += 10;
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pxl8_sim_entity* player = pxl8_world_local_player(game->world);
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if (player) {
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snprintf(buf, sizeof(buf), "Pos: %.0f,%.0f,%.0f",
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player->pos.x, player->pos.y, player->pos.z);
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pxl8_2d_text(game->gfx, buf, 4, y, 15);
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y += 10;
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}
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snprintf(buf, sizeof(buf), "Draw: %llu Tri: %llu",
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(unsigned long long)stats->draw_calls,
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(unsigned long long)stats->triangles);
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pxl8_2d_text(game->gfx, buf, 4, y, 15);
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y += 10;
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snprintf(buf, sizeof(buf), "Raster: %.2fms", stats->raster_ms);
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pxl8_2d_text(game->gfx, buf, 4, y, 15);
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}
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}
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pxl8_gfx_set_viewport(game->gfx, pxl8_gfx_viewport(bounds, pxl8_gfx_get_width(game->gfx), pxl8_gfx_get_height(game->gfx)));
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pxl8_gfx_upload_framebuffer(game->gfx);
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pxl8_gfx_present(game->gfx);
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pxl8_gfx_update_stats(game->gfx, game->dt);
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memset(game->input.keys_pressed, 0, sizeof(game->input.keys_pressed));
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memset(game->input.keys_released, 0, sizeof(game->input.keys_released));
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memset(game->input.mouse_buttons_pressed, 0, sizeof(game->input.mouse_buttons_pressed));
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@ -531,7 +559,9 @@ pxl8_world* pxl8_get_world(pxl8* sys) {
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}
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f32 pxl8_get_fps(const pxl8* sys) {
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return (sys && sys->game) ? sys->game->fps : 0.0f;
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if (!sys || !sys->game) return 0.0f;
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const pxl8_gfx_stats* stats = pxl8_gfx_get_stats(sys->game->gfx);
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return stats ? stats->fps : 0.0f;
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}
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pxl8_gfx* pxl8_get_gfx(const pxl8* sys) {
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@ -15,9 +15,8 @@ typedef struct pxl8_game {
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pxl8_replay* debug_replay;
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#endif
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f32 fps;
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f32 fps_accumulator;
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i32 fps_frame_count;
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bool debug_stats;
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f32 dt;
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i32 frame_count;
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pxl8_gfx* gfx;
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pxl8_input_state input;
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@ -19,6 +19,9 @@
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#include "pxl8_sys.h"
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#include "pxl8_types.h"
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void pxl8_renderer_update_stats(pxl8_renderer* r, f32 dt);
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pxl8_gfx_stats* pxl8_renderer_get_stats(pxl8_renderer* r);
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#define PXL8_MAX_TARGET_STACK 8
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typedef struct pxl8_sprite_cache_entry {
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@ -1043,3 +1046,11 @@ bool pxl8_gfx_get_wireframe(const pxl8_gfx* gfx) {
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u8 pxl8_gfx_get_ambient(const pxl8_gfx* gfx) {
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return gfx ? gfx->frame.uniforms.ambient : 0;
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}
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const pxl8_gfx_stats* pxl8_gfx_get_stats(const pxl8_gfx* gfx) {
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return gfx ? pxl8_renderer_get_stats(gfx->renderer) : NULL;
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}
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void pxl8_gfx_update_stats(pxl8_gfx* gfx, f32 dt) {
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if (gfx) pxl8_renderer_update_stats(gfx->renderer, dt);
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}
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@ -13,15 +13,12 @@ typedef struct pxl8_gfx pxl8_gfx;
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typedef struct pxl8_gfx_stats {
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u64 draw_calls;
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u64 triangles;
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u64 clipped_triangles;
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u64 depth_tests;
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u64 depth_passes;
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u64 shader_calls;
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u64 pixels_written;
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u64 submit_ns;
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u64 execute_draw_ns;
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f32 dt_accumulator;
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f32 fps;
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u32 frame_count;
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f32 raster_ms;
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u64 raster_ns;
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u64 triangles;
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} pxl8_gfx_stats;
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typedef enum pxl8_gfx_effect {
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@ -77,6 +74,9 @@ u8 pxl8_gfx_ui_color(pxl8_gfx* gfx, u8 index);
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void pxl8_gfx_set_wireframe(pxl8_gfx* gfx, bool enabled);
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bool pxl8_gfx_get_wireframe(const pxl8_gfx* gfx);
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const pxl8_gfx_stats* pxl8_gfx_get_stats(const pxl8_gfx* gfx);
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void pxl8_gfx_update_stats(pxl8_gfx* gfx, f32 dt);
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u8 pxl8_gfx_get_ambient(const pxl8_gfx* gfx);
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#ifdef __cplusplus
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@ -740,6 +740,7 @@ struct pxl8_renderer {
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u32 scissor_w, scissor_h;
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pxl8_shader_fn shader;
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pxl8_gfx_stats stats;
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};
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struct pxl8_gfx_cmdbuf {
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@ -782,6 +783,28 @@ void pxl8_renderer_set_shader(pxl8_renderer* r, pxl8_shader_fn fn) {
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if (r) r->shader = fn;
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}
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void pxl8_renderer_update_stats(pxl8_renderer* r, f32 dt) {
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if (!r) return;
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r->stats.dt_accumulator += dt;
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r->stats.frame_count++;
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if (r->stats.frame_count >= 60) {
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r->stats.fps = (f32)r->stats.frame_count / r->stats.dt_accumulator;
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r->stats.raster_ms = ((f32)r->stats.raster_ns / (f32)r->stats.frame_count) / 1000000.0f;
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r->stats.dt_accumulator = 0.0f;
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r->stats.raster_ns = 0;
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r->stats.frame_count = 0;
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}
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r->stats.draw_calls = 0;
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r->stats.triangles = 0;
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}
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pxl8_gfx_stats* pxl8_renderer_get_stats(pxl8_renderer* r) {
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return r ? &r->stats : NULL;
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}
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static u32 texture_byte_size(pxl8_gfx_texture_format fmt, u32 w, u32 h) {
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switch (fmt) {
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case PXL8_GFX_FORMAT_INDEXED8: return w * h;
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@ -1090,6 +1113,7 @@ static void execute_draw(
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pxl8_renderer* r,
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const pxl8_gfx_cmd_draw* cmd
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) {
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r->stats.draw_calls++;
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if (!VALID_BUF(r, cmd->vertex_buffer)) return;
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bool use_indices = pxl8_gfx_handle_valid(cmd->index_buffer) && VALID_BUF(r, cmd->index_buffer);
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if (!VALID_PASS(r, r->current_pass)) return;
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@ -1186,6 +1210,7 @@ static void execute_draw(
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bool is_wireframe = pip->desc.rasterizer.fill == PXL8_GFX_FILL_WIREFRAME;
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for (u32 i = cmd->first_index; i < cmd->first_index + cmd->index_count; i += 3) {
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r->stats.triangles++;
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u16 i0, i1, i2;
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if (use_indices) {
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@ -1295,8 +1320,10 @@ static void execute_draw(
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continue;
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}
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u64 raster_start = pxl8_get_ticks_ns();
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rasterize_triangle(&setup, fb, zb, fb_w, shader, &pip->desc,
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&shader_bindings, &shader_uniforms);
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r->stats.raster_ns += pxl8_get_ticks_ns() - raster_start;
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}
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}
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include "pxl8_colormap.h"
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#include "pxl8_gfx.h"
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#include "pxl8_render_types.h"
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#include "pxl8_shader.h"
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