Add CMake option to enable/disable performance monitoring
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c1dd9cd33a
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@ -4,6 +4,7 @@ project(epec-mcu-emulator LANGUAGES C)
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option(WERROR "Treat warnings as errors" OFF)
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option(WERROR "Treat warnings as errors" OFF)
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option(SANITIZERS "Enable memory and undefined behaviour sanitizers" OFF)
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option(SANITIZERS "Enable memory and undefined behaviour sanitizers" OFF)
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option(PERFMON "Monitor performance of game code" ON)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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@ -1,3 +1,6 @@
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add_library(engine engine.c)
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add_library(engine engine.c)
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set_default_target_options(engine)
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set_default_target_options(engine)
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target_include_directories(engine PUBLIC include)
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target_include_directories(engine PUBLIC include)
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if(${PERFMON})
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target_compile_definitions(engine PRIVATE PERFMON)
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endif()
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@ -13,6 +13,12 @@
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#define VT100_CURSORTOPLEFT "\33[H"
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#define VT100_CURSORTOPLEFT "\33[H"
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#define VT100_CLEAR "\33[2J"
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#define VT100_CLEAR "\33[2J"
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#ifdef PERFMON
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#define GETPERF(x) x = SDL_GetPerformanceCounter()
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#else
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#define GETPERF(x)
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#endif
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typedef struct {
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typedef struct {
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double freq;
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double freq;
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uint64_t start, evt, update, render;
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uint64_t start, evt, update, render;
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@ -39,10 +45,12 @@ int main(int argc, char *argv[])
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void *gamemem = calloc(1, game_conf.memsize);
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void *gamemem = calloc(1, game_conf.memsize);
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game_init(argc, argv, gamemem, renderer);
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game_init(argc, argv, gamemem, renderer);
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#ifdef PERFMON
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perf_t perf = { .freq = SDL_GetPerformanceFrequency() / 1000000.0 };
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perf_t perf = { .freq = SDL_GetPerformanceFrequency() / 1000000.0 };
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uint64_t frame = 0;
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uint64_t frame = 0;
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#endif
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while (1) {
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while (1) {
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perf.start = SDL_GetPerformanceCounter();
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GETPERF(perf.start);
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// Handle all events currently in queue
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// Handle all events currently in queue
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SDL_Event evt;
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SDL_Event evt;
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@ -50,18 +58,19 @@ int main(int argc, char *argv[])
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if (game_evthandle(gamemem, &evt) != GAMESTATUS_OK)
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if (game_evthandle(gamemem, &evt) != GAMESTATUS_OK)
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goto quit;
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goto quit;
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}
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}
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perf.evt = SDL_GetPerformanceCounter();
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GETPERF(perf.evt);
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// Update game state
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// Update game state
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if (game_update(gamemem, interval) != GAMESTATUS_OK)
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if (game_update(gamemem, interval) != GAMESTATUS_OK)
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goto quit;
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goto quit;
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perf.update = SDL_GetPerformanceCounter();
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GETPERF(perf.update);
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// Render frame
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// Render frame
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer);
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game_render(gamemem, renderer, SDL_GetTicks64());
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game_render(gamemem, renderer, SDL_GetTicks64());
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perf.render = SDL_GetPerformanceCounter();
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GETPERF(perf.render);
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#ifdef PERFMON
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// Print performance analysis every 16 frames
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// Print performance analysis every 16 frames
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if ((frame & 15) == 0) {
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if ((frame & 15) == 0) {
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const double evt = (perf.evt - perf.start) / perf.freq;
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const double evt = (perf.evt - perf.start) / perf.freq;
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@ -75,9 +84,10 @@ int main(int argc, char *argv[])
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"%10.3f μs\ntotal\t%10.3f μs (%05.2f%%)\n",
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"%10.3f μs\ntotal\t%10.3f μs (%05.2f%%)\n",
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evt, update, render, total, total_pc);
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evt, update, render, total, total_pc);
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}
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}
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// Increment frame counter and present frame
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++frame;
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++frame;
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#endif
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// Present frame
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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}
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}
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