From 1c40fd85690b87e614f79a161755c02265cd0570 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Mon, 17 Jun 2019 01:52:04 -0400 Subject: [PATCH] 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. --- Source/Core/VideoCommon/Statistics.cpp | 83 +++++++++++++------------- 1 file 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(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);