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authorLioncash <mathew1800@gmail.com>2019-06-17 01:52:04 -0400
committerLioncash <mathew1800@gmail.com>2019-06-17 02:26:25 -0400
commit1c40fd85690b87e614f79a161755c02265cd0570 (patch)
tree881d4a0ef20f36c9aaae8ed84afb38396016effc /Source/Core/VideoCommon/Statistics.cpp
parentb3525ad774b336ac22137a1f5bb31a5c0d2a2154 (diff)
VideoCommon/Statistics: Replace DRAW_STAT macro with variadic lambda
We don't need to use the preprocessor here. We can just use a variadic lambda function instead and forward the arguments to the formatting function.
Diffstat (limited to 'Source/Core/VideoCommon/Statistics.cpp')
-rw-r--r--Source/Core/VideoCommon/Statistics.cpp83
1 files changed, 41 insertions, 42 deletions
diff --git a/Source/Core/VideoCommon/Statistics.cpp b/Source/Core/VideoCommon/Statistics.cpp
index 716dee4f73..b92c6fadc8 100644
--- a/Source/Core/VideoCommon/Statistics.cpp
+++ b/Source/Core/VideoCommon/Statistics.cpp
@@ -42,53 +42,52 @@ void Statistics::Display()
ImGui::Columns(2, "Statistics", true);
-#define DRAW_STAT(name, format, ...) \
- ImGui::Text(name); \
- ImGui::NextColumn(); \
- ImGui::Text(format, __VA_ARGS__); \
- ImGui::NextColumn();
+ const auto draw_statistic = [](const char* name, const char* format, auto&&... args) {
+ ImGui::Text(name);
+ ImGui::NextColumn();
+ ImGui::Text(format, std::forward<decltype(args)>(args)...);
+ ImGui::NextColumn();
+ };
if (g_ActiveConfig.backend_info.api_type == APIType::Nothing)
{
- DRAW_STAT("Objects", "%d", stats.thisFrame.numDrawnObjects);
- DRAW_STAT("Vertices Loaded", "%d", stats.thisFrame.numVerticesLoaded);
- DRAW_STAT("Triangles Input", "%d", stats.thisFrame.numTrianglesIn);
- DRAW_STAT("Triangles Rejected", "%d", stats.thisFrame.numTrianglesRejected);
- DRAW_STAT("Triangles Culled", "%d", stats.thisFrame.numTrianglesCulled);
- DRAW_STAT("Triangles Clipped", "%d", stats.thisFrame.numTrianglesClipped);
- DRAW_STAT("Triangles Drawn", "%d", stats.thisFrame.numTrianglesDrawn);
- DRAW_STAT("Rasterized Pix", "%d", stats.thisFrame.rasterizedPixels);
- DRAW_STAT("TEV Pix In", "%d", stats.thisFrame.tevPixelsIn);
- DRAW_STAT("TEV Pix Out", "%d", stats.thisFrame.tevPixelsOut);
+ draw_statistic("Objects", "%d", stats.thisFrame.numDrawnObjects);
+ draw_statistic("Vertices Loaded", "%d", stats.thisFrame.numVerticesLoaded);
+ draw_statistic("Triangles Input", "%d", stats.thisFrame.numTrianglesIn);
+ draw_statistic("Triangles Rejected", "%d", stats.thisFrame.numTrianglesRejected);
+ draw_statistic("Triangles Culled", "%d", stats.thisFrame.numTrianglesCulled);
+ draw_statistic("Triangles Clipped", "%d", stats.thisFrame.numTrianglesClipped);
+ draw_statistic("Triangles Drawn", "%d", stats.thisFrame.numTrianglesDrawn);
+ draw_statistic("Rasterized Pix", "%d", stats.thisFrame.rasterizedPixels);
+ draw_statistic("TEV Pix In", "%d", stats.thisFrame.tevPixelsIn);
+ draw_statistic("TEV Pix Out", "%d", stats.thisFrame.tevPixelsOut);
}
- DRAW_STAT("Textures created", "%d", stats.numTexturesCreated);
- DRAW_STAT("Textures uploaded", "%d", stats.numTexturesUploaded);
- DRAW_STAT("Textures alive", "%d", stats.numTexturesAlive);
- DRAW_STAT("pshaders created", "%d", stats.numPixelShadersCreated);
- DRAW_STAT("pshaders alive", "%d", stats.numPixelShadersAlive);
- DRAW_STAT("vshaders created", "%d", stats.numVertexShadersCreated);
- DRAW_STAT("vshaders alive", "%d", stats.numVertexShadersAlive);
- DRAW_STAT("shaders changes", "%d", stats.thisFrame.numShaderChanges);
- DRAW_STAT("dlists called", "%d", stats.thisFrame.numDListsCalled);
- DRAW_STAT("Primitive joins", "%d", stats.thisFrame.numPrimitiveJoins);
- DRAW_STAT("Draw calls", "%d", stats.thisFrame.numDrawCalls);
- DRAW_STAT("Primitives", "%d", stats.thisFrame.numPrims);
- DRAW_STAT("Primitives (DL)", "%d", stats.thisFrame.numDLPrims);
- DRAW_STAT("XF loads", "%d", stats.thisFrame.numXFLoads);
- DRAW_STAT("XF loads (DL)", "%d", stats.thisFrame.numXFLoadsInDL);
- DRAW_STAT("CP loads", "%d", stats.thisFrame.numCPLoads);
- DRAW_STAT("CP loads (DL)", "%d", stats.thisFrame.numCPLoadsInDL);
- DRAW_STAT("BP loads", "%d", stats.thisFrame.numBPLoads);
- DRAW_STAT("BP loads (DL)", "%d", stats.thisFrame.numBPLoadsInDL);
- DRAW_STAT("Vertex streamed", "%i kB", stats.thisFrame.bytesVertexStreamed / 1024);
- DRAW_STAT("Index streamed", "%i kB", stats.thisFrame.bytesIndexStreamed / 1024);
- DRAW_STAT("Uniform streamed", "%i kB", stats.thisFrame.bytesUniformStreamed / 1024);
- DRAW_STAT("Vertex Loaders", "%d", stats.numVertexLoaders);
- DRAW_STAT("EFB peeks:", "%d", stats.thisFrame.numEFBPeeks);
- DRAW_STAT("EFB pokes:", "%d", stats.thisFrame.numEFBPokes);
-
-#undef DRAW_STAT
+ draw_statistic("Textures created", "%d", stats.numTexturesCreated);
+ draw_statistic("Textures uploaded", "%d", stats.numTexturesUploaded);
+ draw_statistic("Textures alive", "%d", stats.numTexturesAlive);
+ draw_statistic("pshaders created", "%d", stats.numPixelShadersCreated);
+ draw_statistic("pshaders alive", "%d", stats.numPixelShadersAlive);
+ draw_statistic("vshaders created", "%d", stats.numVertexShadersCreated);
+ draw_statistic("vshaders alive", "%d", stats.numVertexShadersAlive);
+ draw_statistic("shaders changes", "%d", stats.thisFrame.numShaderChanges);
+ draw_statistic("dlists called", "%d", stats.thisFrame.numDListsCalled);
+ draw_statistic("Primitive joins", "%d", stats.thisFrame.numPrimitiveJoins);
+ draw_statistic("Draw calls", "%d", stats.thisFrame.numDrawCalls);
+ draw_statistic("Primitives", "%d", stats.thisFrame.numPrims);
+ draw_statistic("Primitives (DL)", "%d", stats.thisFrame.numDLPrims);
+ draw_statistic("XF loads", "%d", stats.thisFrame.numXFLoads);
+ draw_statistic("XF loads (DL)", "%d", stats.thisFrame.numXFLoadsInDL);
+ draw_statistic("CP loads", "%d", stats.thisFrame.numCPLoads);
+ draw_statistic("CP loads (DL)", "%d", stats.thisFrame.numCPLoadsInDL);
+ draw_statistic("BP loads", "%d", stats.thisFrame.numBPLoads);
+ draw_statistic("BP loads (DL)", "%d", stats.thisFrame.numBPLoadsInDL);
+ draw_statistic("Vertex streamed", "%i kB", stats.thisFrame.bytesVertexStreamed / 1024);
+ draw_statistic("Index streamed", "%i kB", stats.thisFrame.bytesIndexStreamed / 1024);
+ draw_statistic("Uniform streamed", "%i kB", stats.thisFrame.bytesUniformStreamed / 1024);
+ draw_statistic("Vertex Loaders", "%d", stats.numVertexLoaders);
+ draw_statistic("EFB peeks:", "%d", stats.thisFrame.numEFBPeeks);
+ draw_statistic("EFB pokes:", "%d", stats.thisFrame.numEFBPokes);
ImGui::Columns(1);