game: add a renderer filter to the debug menu

This commit is contained in:
Tyler Wilding
2024-07-20 15:19:06 -04:00
parent 365fae4913
commit 8ccb709281
4 changed files with 14 additions and 1 deletions
@@ -3,6 +3,10 @@
#include "fmt/core.h"
#include "third-party/imgui/imgui.h"
std::string BucketRenderer::name() const {
return m_name;
}
std::string BucketRenderer::name_and_id() const {
return fmt::format("[{:2d}] {}", (int)m_my_id, m_name);
}
@@ -98,6 +98,7 @@ class BucketRenderer {
virtual void render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) = 0;
std::string name() const;
std::string name_and_id() const;
virtual ~BucketRenderer() = default;
bool& enabled() { return m_enabled; }
@@ -158,4 +159,4 @@ class PrintRenderer : public BucketRenderer {
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
bool empty() const override { return true; }
void draw_debug_window() override {}
};
};
@@ -28,6 +28,7 @@
#include "game/graphics/pipelines/opengl.h"
#include "third-party/imgui/imgui.h"
#include "third-party/imgui/imgui_stdlib.h"
// for the vif callback
#include "game/kernel/common/kmachine.h"
@@ -36,6 +37,7 @@
#ifdef _WIN32
#include <Windows.h>
#endif
#include "common/util/string_util.h"
namespace {
std::string g_current_renderer;
@@ -1082,8 +1084,13 @@ void OpenGLRenderer::draw_renderer_selection_window() {
ImGui::TreePop();
}
ImGui::InputText("Renderer Filter", &m_renderer_filter);
for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
auto renderer = m_bucket_renderers[i].get();
if (!m_renderer_filter.empty() && !str_util::contains(renderer->name(), m_renderer_filter)) {
continue;
}
if (renderer && !renderer->empty()) {
ImGui::PushID(i);
if (ImGui::TreeNode(renderer->name_and_id().c_str())) {
@@ -123,6 +123,7 @@ class OpenGLRenderer {
float m_last_pmode_alp = 1.;
bool m_enable_fast_blackout_loads = true;
std::string m_renderer_filter = "";
struct FboState {
struct {