guint n_binds = 0;
guint n_fbos = 0;
guint n_uniforms = 0;
+ guint n_programs = 0;
guint vao_id;
guint vbo_id;
int textures[4];
{
program = batch->any.program;
glUseProgram (program);
+
+ n_programs++;
}
if (apply_framebuffer (&framebuffer, batch->draw.framebuffer))
gdk_profiler_set_int_counter (self->metrics.n_binds, n_binds);
gdk_profiler_set_int_counter (self->metrics.n_uniforms, n_uniforms);
gdk_profiler_set_int_counter (self->metrics.n_fbos, n_fbos);
+ gdk_profiler_set_int_counter (self->metrics.n_programs, n_programs);
gdk_profiler_set_int_counter (self->metrics.n_uploads, self->n_uploads);
gdk_profiler_set_int_counter (self->metrics.queue_depth, self->batches.len);
self->metrics.n_fbos = gdk_profiler_define_int_counter ("fbos", "Number of framebuffers attached");
self->metrics.n_uniforms = gdk_profiler_define_int_counter ("uniforms", "Number of uniforms changed");
self->metrics.n_uploads = gdk_profiler_define_int_counter ("uploads", "Number of texture uploads");
+ self->metrics.n_programs = gdk_profiler_define_int_counter ("programs", "Number of program changes");
self->metrics.queue_depth = gdk_profiler_define_int_counter ("gl-queue-depth", "Depth of GL command batches");
}
#endif