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In TimeSplitters: Future Perfect, PerfQuery is used to detect the visibility of lights and draw coronas. 25 points are drawn for each light. However, the returned count was incorrectly being divided by four leading to dim coronas. Using 4x antialiasing was a workaround because of a bug where antialiasing multiplied the PerfQuery results. This commit fixes that bug too (but only for OpenGL).
153 lines
3.8 KiB
C++
153 lines
3.8 KiB
C++
// Copyright 2012 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/D3D/PerfQuery.h"
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/RenderBase.h"
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namespace DX11
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{
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PerfQuery::PerfQuery() : m_query_read_pos()
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{
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for (ActiveQuery& entry : m_query_buffer)
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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, &entry.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 (ActiveQuery& entry : m_query_buffer)
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{
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// TODO: EndQuery?
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entry.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 > m_query_buffer.size() / 2)
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WeakFlush();
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if (m_query_buffer.size() == 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) % m_query_buffer.size()];
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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 + m_query_buffer.size() - 1) %
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m_query_buffer.size()];
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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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result = m_results[PQG_ZCOMP_ZCOMPLOC];
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else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
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result = m_results[PQG_ZCOMP];
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else if (type == PQ_BLEND_INPUT)
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result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
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else if (type == PQ_EFB_COPY_CLOCKS)
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result = m_results[PQG_EFB_COPY_CLOCKS];
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return result;
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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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// NOTE: Reported pixel metrics should be referenced to native resolution
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// TODO: Dropping the lower 2 bits from this count should be closer to actual
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// hardware behavior when drawing triangles.
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m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() *
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EFB_HEIGHT / g_renderer->GetTargetHeight());
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m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size();
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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 =
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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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// NOTE: Reported pixel metrics should be referenced to native resolution
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m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() *
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EFB_HEIGHT / g_renderer->GetTargetHeight());
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m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size();
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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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