2013-03-01 11:30:37 -07:00
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#include "RenderBase.h"
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#include "D3DBase.h"
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#include "PerfQuery.h"
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namespace DX11 {
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PerfQuery::PerfQuery()
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: m_query_read_pos()
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, m_query_count()
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{
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for (int i = 0; i != ARRAYSIZE(m_query_buffer); ++i)
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{
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D3D11_QUERY_DESC qdesc = CD3D11_QUERY_DESC(D3D11_QUERY_OCCLUSION, 0);
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D3D::device->CreateQuery(&qdesc, &m_query_buffer[i].query);
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}
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ResetQuery();
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}
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PerfQuery::~PerfQuery()
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{
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for (int i = 0; i != ARRAYSIZE(m_query_buffer); ++i)
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{
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// TODO: EndQuery?
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m_query_buffer[i].query->Release();
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}
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}
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void PerfQuery::EnableQuery(PerfQueryGroup type)
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{
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// Is this sane?
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if (m_query_count > ARRAYSIZE(m_query_buffer) / 2)
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WeakFlush();
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if (ARRAYSIZE(m_query_buffer) == m_query_count)
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{
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// TODO
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FlushOne();
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ERROR_LOG(VIDEO, "flushed query buffer early!");
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}
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// start query
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if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
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{
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auto& entry = m_query_buffer[(m_query_read_pos + m_query_count) % ARRAYSIZE(m_query_buffer)];
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D3D::context->Begin(entry.query);
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entry.query_type = type;
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++m_query_count;
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}
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}
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void PerfQuery::DisableQuery(PerfQueryGroup type)
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{
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// stop query
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if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
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{
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auto& entry = m_query_buffer[(m_query_read_pos + m_query_count + ARRAYSIZE(m_query_buffer)-1) % ARRAYSIZE(m_query_buffer)];
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D3D::context->End(entry.query);
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}
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}
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void PerfQuery::ResetQuery()
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{
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m_query_count = 0;
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std::fill_n(m_results, ARRAYSIZE(m_results), 0);
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}
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u32 PerfQuery::GetQueryResult(PerfQueryType type)
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{
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u32 result = 0;
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if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
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{
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result = m_results[PQG_ZCOMP_ZCOMPLOC];
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}
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else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
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{
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result = m_results[PQG_ZCOMP];
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}
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else if (type == PQ_BLEND_INPUT)
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{
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result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
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}
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else if (type == PQ_EFB_COPY_CLOCKS)
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{
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result = m_results[PQG_EFB_COPY_CLOCKS];
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}
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return result / 4;
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}
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void PerfQuery::FlushOne()
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{
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auto& entry = m_query_buffer[m_query_read_pos];
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UINT64 result = 0;
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HRESULT hr = S_FALSE;
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while (hr != S_OK)
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{
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// TODO: Might cause us to be stuck in an infinite loop!
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hr = D3D::context->GetData(entry.query, &result, sizeof(result), 0);
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}
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2013-03-01 15:12:41 -07:00
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// NOTE: Reported pixel metrics should be referenced to native resolution
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2013-03-01 15:57:56 -07:00
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m_results[entry.query_type] += (u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight();
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2013-03-01 11:30:37 -07:00
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m_query_read_pos = (m_query_read_pos + 1) % ARRAYSIZE(m_query_buffer);
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--m_query_count;
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}
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// TODO: could selectively flush things, but I don't think that will do much
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void PerfQuery::FlushResults()
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{
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while (!IsFlushed())
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FlushOne();
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}
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void PerfQuery::WeakFlush()
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{
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while (!IsFlushed())
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{
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auto& entry = m_query_buffer[m_query_read_pos];
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UINT64 result = 0;
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HRESULT hr = D3D::context->GetData(entry.query, &result, sizeof(result), D3D11_ASYNC_GETDATA_DONOTFLUSH);
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if (hr == S_OK)
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{
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2013-03-01 15:57:56 -07:00
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// NOTE: Reported pixel metrics should be referenced to native resolution
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m_results[entry.query_type] += (u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight();
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2013-03-01 11:30:37 -07:00
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m_query_read_pos = (m_query_read_pos + 1) % ARRAYSIZE(m_query_buffer);
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--m_query_count;
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}
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else
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{
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break;
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}
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}
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}
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bool PerfQuery::IsFlushed() const
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{
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return 0 == m_query_count;
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}
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} // namespace
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