Add AMD GCN hang fix; add frame counter to debug overlay

This commit is contained in:
Jack Andersen 2018-05-31 20:38:01 -10:00
parent 1e5b6f0fb5
commit 4062b2dfb7
2 changed files with 7 additions and 4 deletions

View File

@ -96,11 +96,13 @@ void ViewManager::TestGameView::think()
}
m_debugText->typesetGlyphs(
hecl::Format("Player Position: x %f, y %f, z %f\n"
hecl::Format("Frame: %d\n"
"Player Position: x %f, y %f, z %f\n"
" Quaternion: w %f, x %f, y %f, z %f\n"
"World: 0x%08X%s, Area: %i\n"
"Total Objects: %i, Total Layers: %i, Total Active Layers: %i\n"
"Active Layer bits: %s\n",
g_StateManager->GetUpdateFrameIndex(),
pl.GetTranslation().x, pl.GetTranslation().y, pl.GetTranslation().z, plQ.w, plQ.x, plQ.y,
plQ.z, u32(g_GameState->CurrentWorldAssetId().Value()),
(tbl.IsLoaded() ? (" " + hecl::Char16ToUTF8(tbl->GetString(0))).c_str() : ""), aId,
@ -336,8 +338,6 @@ bool ViewManager::proc()
m_rootView->internalThink();
if (m_rootSpace)
m_rootSpace->think();
if (m_testGameView)
m_testGameView->think();
if (m_splash)
m_splash->think();
@ -354,6 +354,9 @@ bool ViewManager::proc()
m_projManager.mainUpdate();
if (m_testGameView)
m_testGameView->think();
if (g_Renderer)
g_Renderer->BeginScene();
m_rootView->draw(gfxQ);

2
hecl

@ -1 +1 @@
Subproject commit ec2e9924021c98e4edb5814caaa350fe1e61e5c1
Subproject commit 2cbe8cfc814458788af7c087d57ecf2685004f2f