Bug 612407 - Add FPS counter like fraps r=joe,jrmuizel

This commit is contained in:
Oleg Romashin 2011-05-10 21:45:42 -04:00
Родитель 1fd50d1568
Коммит 47d1209f8f
4 изменённых файлов: 159 добавлений и 0 удалений

Просмотреть файл

@ -45,6 +45,7 @@
#include "ImageLayerOGL.h"
#include "ColorLayerOGL.h"
#include "CanvasLayerOGL.h"
#include "mozilla/TimeStamp.h"
#include "LayerManagerOGLShaders.h"
@ -80,6 +81,7 @@ LayerManagerOGL::LayerManagerOGL(nsIWidget *aWidget)
, mBackBufferTexture(0)
, mBackBufferSize(-1, -1)
, mHasBGRA(0)
, mRenderFPS(false)
{
}
@ -538,6 +540,131 @@ LayerManagerOGL::RootLayer() const
return static_cast<LayerOGL*>(mRoot->ImplData());
}
void
LayerManagerOGL::FPSState::DrawFPS(GLContext* context, CopyProgram* copyprog)
{
fcount++;
int rate = 30;
if (fcount >= rate) {
TimeStamp now = TimeStamp::Now();
TimeDuration duration = now - last;
last = now;
fps = rate / duration.ToSeconds() + .5;
fcount = 0;
}
GLint viewport[4];
context->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
static GLuint texture;
if (!initialized) {
// Bind the number of textures we need, in this case one.
context->fGenTextures(1, &texture);
context->fBindTexture(LOCAL_GL_TEXTURE_2D, texture);
context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MIN_FILTER,LOCAL_GL_NEAREST);
context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MAG_FILTER,LOCAL_GL_NEAREST);
unsigned char text[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 255, 255, 255, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0,
0, 255, 0, 255, 0, 0, 255, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0,
0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0,
0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
unsigned long* buf = (unsigned long*)malloc(64 * 8 * 4);
for (int i = 0; i < 7; i++) {
for (int j = 0; j < 41; j++) {
buf[i * 64 + j] = (text[i * 41 + j] == 0) ? 0xfff000ff : 0xffffffff;
}
}
context->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 64, 8, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf);
initialized = true;
}
struct Vertex2D {
float x,y;
};
const Vertex2D vertices[] = {
{ -1.0f, 1.0f - 42.f / viewport[3] },
{ -1.0f, 1.0f},
{ -1.0f + 22.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 22.f / viewport[2], 1.0f },
{ -1.0f + 22.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 22.f / viewport[2], 1.0f },
{ -1.0f + 44.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 44.f / viewport[2], 1.0f },
{ -1.0f + 44.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 44.f / viewport[2], 1.0f },
{ -1.0f + 66.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 66.f / viewport[2], 1.0f }
};
int v1 = fps % 10;
int v10 = (fps % 100) / 10;
int v100 = (fps % 1000) / 100;
// Feel free to comment these texture coordinates out and use one
// of the ones below instead, or play around with your own values.
const GLfloat texCoords[] = {
(v100 * 4.f) / 64, 7.f / 8,
(v100 * 4.f) / 64, 0.0f,
(v100 * 4.f + 4) / 64, 7.f / 8,
(v100 * 4.f + 4) / 64, 0.0f,
(v10 * 4.f) / 64, 7.f / 8,
(v10 * 4.f) / 64, 0.0f,
(v10 * 4.f + 4) / 64, 7.f / 8,
(v10 * 4.f + 4) / 64, 0.0f,
(v1 * 4.f) / 64, 7.f / 8,
(v1 * 4.f) / 64, 0.0f,
(v1 * 4.f + 4) / 64, 7.f / 8,
(v1 * 4.f + 4) / 64, 0.0f,
};
// Turn necessary features on
context->fEnable(LOCAL_GL_BLEND);
context->fBlendFunc(LOCAL_GL_ONE, LOCAL_GL_SRC_COLOR);
context->fBindTexture(LOCAL_GL_TEXTURE_2D, texture);
copyprog->Activate();
copyprog->SetTextureUnit(0);
// we're going to use client-side vertex arrays for this.
context->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
// "COPY"
context->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO,
LOCAL_GL_ONE, LOCAL_GL_ZERO);
// enable our vertex attribs; we'll call glVertexPointer below
// to fill with the correct data.
GLint vcattr = copyprog->AttribLocation(CopyProgram::VertexCoordAttrib);
GLint tcattr = copyprog->AttribLocation(CopyProgram::TexCoordAttrib);
context->fEnableVertexAttribArray(vcattr);
context->fEnableVertexAttribArray(tcattr);
context->fVertexAttribPointer(vcattr,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, vertices);
context->fVertexAttribPointer(tcattr,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, texCoords);
context->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 12);
}
void
LayerManagerOGL::Render()
{
@ -605,6 +732,10 @@ LayerManagerOGL::Render()
return;
}
if (mRenderFPS) {
mFPS.DrawFPS(mGLContext, GetCopy2DProgram());
}
if (mGLContext->IsDoubleBuffered()) {
mGLContext->SwapBuffers();
return;

Просмотреть файл

@ -44,6 +44,8 @@
#include "mozilla/layers/ShadowLayers.h"
#include "mozilla/TimeStamp.h"
#ifdef XP_WIN
#include <windows.h>
#endif
@ -386,6 +388,8 @@ public:
gfxMatrix& GetWorldTransform(void);
void WorldTransformRect(nsIntRect& aRect);
void SetRenderFPS(bool aRenderFPS) { mRenderFPS = aRenderFPS; };
private:
/** Widget associated with this layer manager */
nsIWidget *mWidget;
@ -464,6 +468,25 @@ private:
DrawThebesLayerCallback mThebesLayerCallback;
void *mThebesLayerCallbackData;
gfxMatrix mWorldMatrix;
struct FPSState
{
GLuint texture;
int fps;
bool initialized;
int fcount;
TimeStamp last;
FPSState()
: texture(0)
, fps(0)
, initialized(false)
, fcount(0)
{}
void DrawFPS(GLContext*, CopyProgram*);
} mFPS;
bool mRenderFPS;
};
/**

Просмотреть файл

@ -115,6 +115,7 @@ nsBaseWidget::nsBaseWidget()
, mZIndex(0)
, mSizeMode(nsSizeMode_Normal)
, mPopupLevel(ePopupLevelTop)
, mDrawFPS(PR_FALSE)
{
#ifdef NOISY_WIDGET_LEAKS
gNumWidgets++;
@ -823,6 +824,8 @@ nsBaseWidget::GetShouldAccelerate()
prefs->GetBoolPref("layers.acceleration.force-enabled",
&forceAcceleration);
prefs->GetBoolPref("layers.acceleration.draw-fps",
&mDrawFPS);
}
const char *acceleratedEnv = PR_GetEnv("MOZ_ACCELERATED");
@ -876,6 +879,7 @@ LayerManager* nsBaseWidget::GetLayerManager(LayerManagerPersistence,
* deal with it though!
*/
if (layerManager->Initialize()) {
layerManager->SetRenderFPS(mDrawFPS);
mLayerManager = layerManager;
}
}

Просмотреть файл

@ -288,6 +288,7 @@ protected:
PRInt32 mZIndex;
nsSizeMode mSizeMode;
nsPopupLevel mPopupLevel;
PRBool mDrawFPS;
// the last rolled up popup. Only set this when an nsAutoRollup is in scope,
// so it can be cleared automatically.