Ryujinx-uplift/Ryujinx.Profiler/UI/ProfileWindowBars.cs
Alex Barney b2b736abc2 Misc cleanup (#708)
* Fix typos

* Remove unneeded using statements

* Enforce var style more

* Remove redundant qualifiers

* Fix some indentation

* Disable naming warnings on files with external enum names

* Fix build

* Mass find & replace for comments with no spacing

* Standardize todo capitalization and for/if spacing
2019-07-02 04:39:22 +02:00

86 lines
3.0 KiB
C#

using System;
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace Ryujinx.Profiler.UI
{
public partial class ProfileWindow
{
private void DrawBars(float xOffset, float yOffset, float width)
{
if (_sortedProfileData.Count != 0)
{
long maxAverage;
long maxTotal;
int verticalIndex = 0;
float barHeight = (LineHeight - LinePadding) / 3.0f;
// Get max values
long maxInstant = maxAverage = maxTotal = 0;
foreach (KeyValuePair<ProfileConfig, TimingInfo> kvp in _sortedProfileData)
{
maxInstant = Math.Max(maxInstant, kvp.Value.Instant);
maxAverage = Math.Max(maxAverage, kvp.Value.AverageTime);
maxTotal = Math.Max(maxTotal, kvp.Value.TotalTime);
}
GL.Enable(EnableCap.ScissorTest);
GL.Begin(PrimitiveType.Triangles);
foreach (var entry in _sortedProfileData)
{
// Instant
GL.Color3(Color.Blue);
float bottom = GetLineY(yOffset, LineHeight, LinePadding, true, verticalIndex++);
float top = bottom + barHeight;
float right = (float)entry.Value.Instant / maxInstant * width + xOffset;
// Skip rendering out of bounds bars
if (top < 0 || bottom > Height)
continue;
GL.Vertex2(xOffset, bottom);
GL.Vertex2(xOffset, top);
GL.Vertex2(right, top);
GL.Vertex2(right, top);
GL.Vertex2(right, bottom);
GL.Vertex2(xOffset, bottom);
// Average
GL.Color3(Color.Green);
top += barHeight;
bottom += barHeight;
right = (float)entry.Value.AverageTime / maxAverage * width + xOffset;
GL.Vertex2(xOffset, bottom);
GL.Vertex2(xOffset, top);
GL.Vertex2(right, top);
GL.Vertex2(right, top);
GL.Vertex2(right, bottom);
GL.Vertex2(xOffset, bottom);
// Total
GL.Color3(Color.Red);
top += barHeight;
bottom += barHeight;
right = (float)entry.Value.TotalTime / maxTotal * width + xOffset;
GL.Vertex2(xOffset, bottom);
GL.Vertex2(xOffset, top);
GL.Vertex2(right, top);
GL.Vertex2(right, top);
GL.Vertex2(right, bottom);
GL.Vertex2(xOffset, bottom);
}
GL.End();
GL.Disable(EnableCap.ScissorTest);
}
}
}
}