Report measured P3 shadow allocation and GPU time
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This commit is contained in:
Emil
2026-09-24 02:54:37 +03:00
parent a428a33cb0
commit b191ae0bed
+12 -6
View File
@@ -172,9 +172,11 @@ void benchmark(const Options& options) {
csv << "light_count,shadows,visibility,effective_visibility,lighting_path,"
"build_configuration,run_index,frame,"
"device,driver,commit,width,height,validation_enabled,validation_errors,"
"submitted_local_lights,omitted_local_lights,shadow_tiles,draw_calls,gpu_bytes,"
"submitted_local_lights,omitted_local_lights,"
"requested_local_shadow_faces,rendered_local_shadow_faces,dropped_shadow_faces,"
"shadow_atlas_full_drops,shadow_tiles,draw_calls,gpu_bytes,"
"gpu_main_raster_ms,gpu_post_raster_ms,gpu_post_visible,visibility_counters_valid,"
"gpu_shadow_ms,gpu_ms,cpu_ms,readback_cpu_ms\n";
"gpu_sun_shadow_ms,gpu_local_shadow_ms,gpu_shadow_ms,gpu_ms,cpu_ms,readback_cpu_ms\n";
csv << std::fixed << std::setprecision(6);
for (unsigned frame = 0; frame < options.frames; ++frame) {
renderer.render(scene);
@@ -189,7 +191,7 @@ void benchmark(const Options& options) {
throw std::runtime_error("GPU raster or frame timestamp was unavailable");
csv << options.lights << ',' << (options.shadows ? "on" : "off") << ','
<< mode_name(options.visibility) << ',' << mode_name(stats.effective_visibility_mode)
<< ",forward," << FASET_BENCHMARK_CONFIGURATION << ','
<< ',' << stats.effective_lighting_path << ',' << FASET_BENCHMARK_CONFIGURATION << ','
<< options.run_index << ',' << frame << ',';
csv_text(csv, stats.device);
csv << ',';
@@ -198,11 +200,15 @@ void benchmark(const Options& options) {
csv_text(csv, options.commit);
csv << ',' << options.width << ',' << options.height << ','
<< (stats.validation_enabled ? 1 : 0) << ',' << stats.validation_errors << ','
<< stats.submitted_local_lights << ',' << stats.omitted_local_lights
<< ",0," << stats.draw_calls << ',' << stats.gpu_allocated_bytes << ','
<< stats.submitted_local_lights << ',' << stats.omitted_local_lights << ','
<< stats.requested_local_shadow_faces << ',' << stats.local_shadow_faces << ','
<< stats.dropped_shadow_faces << ',' << stats.shadow_atlas_full_drops << ','
<< stats.local_shadow_tiles << ',' << stats.draw_calls << ','
<< stats.gpu_allocated_bytes << ','
<< stats.gpu_main_raster_ms << ',' << stats.gpu_post_raster_ms << ','
<< stats.gpu_post_visible << ',' << (stats.visibility_counters_valid ? 1 : 0)
<< ",0," << stats.gpu_ms << ','
<< ',' << stats.gpu_sun_shadow_ms << ',' << stats.gpu_local_shadow_ms << ','
<< (stats.gpu_sun_shadow_ms + stats.gpu_local_shadow_ms) << ',' << stats.gpu_ms << ','
<< stats.cpu_ms << ',' << stats.readback_cpu_ms << '\n';
}
if (!csv)