Adding benchmark
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#include "PlayView.h"
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#include "Window/Window.h"
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#include <fstream>
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#include <fmt/format.h>
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using namespace Seele;
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PlayView::PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath, bool useMeshCulling)
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: GameView(graphics, window, createInfo, dllPath) {
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getGlobals().useDepthCulling = useMeshCulling;
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queryThread = std::thread([&]() {
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PRenderGraphResources res = renderGraph.getResources();
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Gfx::PPipelineStatisticsQuery cachedQuery = res->requestQuery("CACHED_QUERY");
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Gfx::PPipelineStatisticsQuery depthQuery = res->requestQuery("DEPTH_QUERY");
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Gfx::PPipelineStatisticsQuery baseQuery = res->requestQuery("BASEPASS_QUERY");
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Gfx::PPipelineStatisticsQuery lightCullQuery = res->requestQuery("LIGHTCULL_QUERY");
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Gfx::PPipelineStatisticsQuery visibilityQuery = res->requestQuery("VISIBILITY_QUERY");
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Gfx::PTimestampQuery timeQuery = res->requestTimestampQuery("TIMESTAMP");
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std::ofstream stats(fmt::format("stats{}.csv", useMeshCulling ? "" : "NOCULL"));
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stats << std::fixed << std::setprecision(0);
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stats << "RelTime,"
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<< "CachedIAV,CachedIAP,CachedVS,CachedClipInv,CachedClipPrim,CachedFS,CachedCS,CachedTS,CachedMS,"
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<< "DepthIAV,DepthIAP,DepthVS,DepthClipInv,DepthClipPrim,DepthFS,DepthCS,DepthTS,DepthMS,"
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<< "BaseIAV,BaseIAP,BaseVS,BaseClipInv,BaseClipPrim,BaseFS,BaseCS,BaseTS,BaseMS,"
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<< "LightCullIAV,LightCullIAP,LightCullVS,LightCullClipInv,LightCullClipPrim,LightCullFS,LightCullCS,LightCullTS,LightCullMS,"
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<< "VisibilityIAV,VisibilityIAP,VisibilityVS,VisibilityClipInv,VisibilityClipPrim,VisibilityFS,VisibilityCS,VisibilityTS,"
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"VisibilityMS,"
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<< "CACHED,MIPGEN,DEPTHCULL,VISIBILITY,LIGHTCULL,BASE,FrameTime" << std::endl;
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float start = 0;
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std::this_thread::sleep_for(std::chrono::milliseconds(500));
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while (getGlobals().running) {
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auto timestamps = timeQuery->getResults();
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auto cachedResults = cachedQuery->getResults();
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auto depthResults = depthQuery->getResults();
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auto baseResults = baseQuery->getResults();
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auto lightCullResults = lightCullQuery->getResults();
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auto visiblityResults = visibilityQuery->getResults();
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if (start == 0) {
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start = timestamps[0].time;
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}
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stats << timestamps[0].time - start << "," << cachedResults << depthResults << baseResults << lightCullResults
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<< visiblityResults << timestamps[1].time - timestamps[0].time << "," << timestamps[2].time - timestamps[1].time << ","
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<< timestamps[3].time - timestamps[2].time << "," << timestamps[4].time - timestamps[3].time << ","
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<< timestamps[5].time - timestamps[4].time << "," << timestamps[6].time - timestamps[5].time << ","
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<< timestamps[6].time - timestamps[0].time << std::endl;
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stats.flush();
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}
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});
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}
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PlayView::~PlayView() {}
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void PlayView::beginUpdate() { GameView::beginUpdate(); }
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void PlayView::update() { GameView::update(); }
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void PlayView::commitUpdate() { GameView::commitUpdate(); }
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void PlayView::prepareRender() { GameView::prepareRender(); }
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void PlayView::render() { GameView::render(); }
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void PlayView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) { GameView::keyCallback(code, action, modifier); }
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