Every R3D_* read goes through r3d_env_has / r3d_env (env.ludic): a headless build honours them as before, a windowed build only when R3D_DEV is set to anything but "0", so a shipped game never reaches a debug view, feature kill, file writer or hardware fake. Documented in docs/SHIPPING.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
204 lines
7.9 KiB
Text
204 lines
7.9 KiB
Text
# ============================================================================
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# drawstats.ludic — every draw a frame makes, by pass, program and kind
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# (R3D_DRAWSTATS=<frames>).
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#
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# Measurement only. Every draw on both backends goes through the five doors in
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# gpu.ludic (gpu_draw_mesh, _instanced, _bound_elements, _range, _mesh_indirect);
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# each door tallies itself here under the profiler pass that is open (prof_begin)
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# and the program that is bound. Nothing about the frame changes.
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#
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# R3D_DRAWSTATS=<n> count n frames (default 60 when not a number)
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# R3D_DRAWSTATS_FROM=<f> start at render frame f (default 90: streaming settled)
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# R3D_DRAWSTATS_CSV=<path> the per-row table (default build/drawstats.csv)
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#
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# The report prints when the window closes, so any run long enough to reach
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# f + n frames produces it - a headless shot, a bench, a windowed walk.
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#
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# An indirect draw is one API call carrying n command records; its "instances"
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# column is the record count, and whether the GPU's culling emptied a record is
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# not known here (see R3D_VK_PROF for the Vulkan side's own count).
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# ============================================================================
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const DS_MESH: int = 0
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const DS_INSTANCED: int = 1
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const DS_PATCH: int = 2
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const DS_RANGE: int = 3
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const DS_INDIRECT: int = 4
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const DS_KINDS: int = 5
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var ds_on: int = -1 # -1: not read yet
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var ds_counting: bool = false
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var ds_from: int = 90
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var ds_frames: int = 60
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var ds_frame_no: int = 0
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var ds_outside: pointer = "(outside passes)"
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# passes, in the order the frame first opens them
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var ds_pass_names: []pointer = null
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var ds_pass_prog: []long = null # program changes inside the pass
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var ds_pass_tex: []long = null # texture binds inside the pass
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var ds_pass_i: int = 0
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# rows: (pass, program, kind)
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var ds_row_pass: []int = null
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var ds_row_prog: []int = null
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var ds_row_kind: []int = null
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var ds_row_draws: []long = null
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var ds_row_inst: []long = null
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var ds_row_idx: []long = null
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var ds_last: int = -1
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function ds_enabled() -> bool {
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if ds_on < 0 {
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ds_on = 0
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if r3d_env_has("R3D_DRAWSTATS") {
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ds_on = 1
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ds_frames = Text.to_int(r3d_env("R3D_DRAWSTATS"))
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if ds_frames < 2 { ds_frames = 60 }
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if r3d_env_has("R3D_DRAWSTATS_FROM") { ds_from = Text.to_int(r3d_env("R3D_DRAWSTATS_FROM")) }
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ds_pass_names = new []pointer; ds_pass_prog = new []long; ds_pass_tex = new []long
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ds_row_pass = new []int; ds_row_prog = new []int; ds_row_kind = new []int
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ds_row_draws = new []long; ds_row_inst = new []long; ds_row_idx = new []long
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ds_set_pass(ds_outside)
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}
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}
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return ds_on == 1
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}
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# the profiler's pass boundaries (prof_begin / prof_end), whether or not R3D_PROF is on
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function ds_set_pass(name: pointer) -> void {
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if ds_on != 1 { return }
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ds_last = -1
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var i = 0
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while i < len(ds_pass_names) {
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if ds_pass_names[i] == name { ds_pass_i = i; return }
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i += 1
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}
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push(ds_pass_names, name); push(ds_pass_prog, 0); push(ds_pass_tex, 0)
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ds_pass_i = len(ds_pass_names) - 1
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}
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# once per render frame, before any of its work (prof_gen_frame)
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function ds_frame() -> void {
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if not ds_enabled() { return }
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ds_frame_no += 1
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ds_set_pass(ds_outside)
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if ds_frame_no == ds_from {
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ds_counting = true
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print(`r3d: drawstats counting frames {ds_from}..{ds_from + ds_frames - 1}`)
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}
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if ds_frame_no == ds_from + ds_frames {
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ds_counting = false
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ds_report()
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}
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}
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function ds_draw(kind: int, instances: int, indices: int) -> void {
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if ds_on != 1 or not ds_counting { return }
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let p = gpu_prog_cur
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var r = ds_last
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if r < 0 or ds_row_prog[r] != p or ds_row_kind[r] != kind or ds_row_pass[r] != ds_pass_i {
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r = -1
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var i = 0
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while r < 0 and i < len(ds_row_pass) {
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if ds_row_pass[i] == ds_pass_i and ds_row_prog[i] == p and ds_row_kind[i] == kind { r = i }
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i += 1
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}
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if r < 0 {
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push(ds_row_pass, ds_pass_i); push(ds_row_prog, p); push(ds_row_kind, kind)
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push(ds_row_draws, 0); push(ds_row_inst, 0); push(ds_row_idx, 0)
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r = len(ds_row_pass) - 1
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}
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ds_last = r
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}
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ds_row_draws[r] = ds_row_draws[r] + 1
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ds_row_inst[r] = ds_row_inst[r] + instances
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ds_row_idx[r] = ds_row_idx[r] + indices
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}
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function ds_program_change(from: int, to: int) -> void {
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if ds_on != 1 or not ds_counting or from == to { return }
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ds_pass_prog[ds_pass_i] = ds_pass_prog[ds_pass_i] + 1
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}
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function ds_tex_bind() -> void {
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if ds_on != 1 or not ds_counting { return }
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ds_pass_tex[ds_pass_i] = ds_pass_tex[ds_pass_i] + 1
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}
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function ds_kind_name(k: int) -> pointer {
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if k == DS_MESH { return "mesh" }
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if k == DS_INSTANCED { return "instanced" }
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if k == DS_PATCH { return "terrain patch" }
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if k == DS_RANGE { return "overlay range" }
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return "indirect"
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}
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# a per-frame mean with one decimal
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function ds_per(v: long) -> string {
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let x = (v * 10) / ds_frames
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return `{string(x / 10)}.{string(x % 10)}`
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}
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function ds_backend() -> pointer {
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if gpu_kind == GPU_VK { return "vulkan" }
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return "opengl"
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}
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function ds_report() -> void {
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let n_rows = len(ds_row_pass)
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let n_pass = len(ds_pass_names)
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var total: long = 0
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let by_kind = new []long
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for k in 0 .. DS_KINDS { push(by_kind, 0) }
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let pass_draws = new []long
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let pass_inst = new []long
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for s in 0 .. n_pass { push(pass_draws, 0); push(pass_inst, 0) }
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for r in 0 .. n_rows {
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total = total + ds_row_draws[r]
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by_kind[ds_row_kind[r]] = by_kind[ds_row_kind[r]] + ds_row_draws[r]
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pass_draws[ds_row_pass[r]] = pass_draws[ds_row_pass[r]] + ds_row_draws[r]
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pass_inst[ds_row_pass[r]] = pass_inst[ds_row_pass[r]] + ds_row_inst[r]
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}
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print("")
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print(`draw calls per frame ({ds_backend()}, {gl_w}x{gl_h}, mean of {ds_frames} frames from {ds_from}): {ds_per(total)}`)
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var kinds = ""
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for k in 0 .. DS_KINDS { kinds = kinds + ` {ds_kind_name(k)} {ds_per(by_kind[k])}` }
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print(` by kind:{kinds}`)
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print("")
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print(" pass draws instances program changes texture binds")
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for s in 0 .. n_pass {
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print(` {Text.pad_right(ds_pass_names[s], 24)} {Text.pad_left(ds_per(pass_draws[s]), 9)} {Text.pad_left(ds_per(pass_inst[s]), 11)} {Text.pad_left(ds_per(ds_pass_prog[s]), 17)} {Text.pad_left(ds_per(ds_pass_tex[s]), 15)}`)
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}
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# rows by draws, most first
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let order = new []int
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for r in 0 .. n_rows { push(order, r) }
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var a = 1
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while a < n_rows {
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let v = order[a]
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var b = a - 1
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while b >= 0 and ds_row_draws[order[b]] < ds_row_draws[v] { order[b + 1] = order[b]; b -= 1 }
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order[b + 1] = v
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a += 1
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}
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print("")
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print(" the 40 largest rows (pass / kind / program):")
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print(" draws instances indices pass kind program")
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var shown = 0
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while shown < 40 and shown < n_rows {
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let r = order[shown]
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print(` {Text.pad_left(ds_per(ds_row_draws[r]), 9)} {Text.pad_left(ds_per(ds_row_inst[r]), 11)} {Text.pad_left(ds_per(ds_row_idx[r]), 12)} {Text.pad_right(ds_pass_names[ds_row_pass[r]], 24)} {Text.pad_right(ds_kind_name(ds_row_kind[r]), 14)} {gpu_program_key(ds_row_prog[r])}`)
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shown += 1
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}
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var path = "build/drawstats.csv"
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if r3d_env_has("R3D_DRAWSTATS_CSV") { path = r3d_env("R3D_DRAWSTATS_CSV") }
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let f = file_open(path, "wb")
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if f == null { print(`r3d: drawstats could not write {path}`); return }
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let head = "backend,width,height,frames,pass,kind,program,draws_per_frame,instances_per_frame,indices_per_frame,pass_program_changes_per_frame,pass_texture_binds_per_frame\n"
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file_write(f, head, len(head))
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for i in 0 .. n_rows {
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let r = order[i]
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let s = ds_row_pass[r]
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let line = `{ds_backend()},{gl_w},{gl_h},{ds_frames},"{ds_pass_names[s]}",{ds_kind_name(ds_row_kind[r])},"{gpu_program_key(ds_row_prog[r])}",{ds_per(ds_row_draws[r])},{ds_per(ds_row_inst[r])},{ds_per(ds_row_idx[r])},{ds_per(ds_pass_prog[s])},{ds_per(ds_pass_tex[s])}\n`
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file_write(f, line, len(line))
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}
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file_close(f)
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print(` wrote {path} ({n_rows} rows)`)
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}
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