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269 lines
9.4 KiB
C++
269 lines
9.4 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/D3D12/D3D12PerfQuery.h"
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#include <algorithm>
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/D3D12Renderer.h"
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#include "VideoBackends/D3D12/DX12Context.h"
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#include "VideoCommon/VideoCommon.h"
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namespace DX12
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{
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PerfQuery::PerfQuery() = default;
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PerfQuery::~PerfQuery() = default;
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bool PerfQuery::Initialize()
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{
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constexpr D3D12_QUERY_HEAP_DESC desc = {D3D12_QUERY_HEAP_TYPE_OCCLUSION, PERF_QUERY_BUFFER_SIZE};
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HRESULT hr = g_dx_context->GetDevice()->CreateQueryHeap(&desc, IID_PPV_ARGS(&m_query_heap));
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create query heap: {}", DX12HRWrap(hr));
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if (FAILED(hr))
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return false;
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constexpr D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_READBACK};
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constexpr D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER,
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0,
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PERF_QUERY_BUFFER_SIZE * sizeof(PerfQueryDataType),
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1,
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1,
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1,
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DXGI_FORMAT_UNKNOWN,
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{1, 0},
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D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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D3D12_RESOURCE_FLAG_NONE};
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hr = g_dx_context->GetDevice()->CreateCommittedResource(
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr, IID_PPV_ARGS(&m_query_readback_buffer));
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create query buffer: {}", DX12HRWrap(hr));
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if (FAILED(hr))
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return false;
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return true;
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}
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void PerfQuery::EnableQuery(PerfQueryGroup group)
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{
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// Block if there are no free slots.
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// Otherwise, try to keep half of them available.
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const u32 query_count = m_query_count.load(std::memory_order_relaxed);
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if (query_count > m_query_buffer.size() / 2)
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{
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const bool do_resolve = m_unresolved_queries > m_query_buffer.size() / 2;
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const bool blocking = query_count == PERF_QUERY_BUFFER_SIZE;
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PartialFlush(do_resolve, blocking);
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}
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// Ensure all state is applied before beginning the query.
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// This is because we can't leave a query open when submitting a command list, and the draw
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// call itself may need to execute a command list if we run out of descriptors. Note that
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// this assumes that the caller has bound all required state prior to enabling the query.
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Renderer::GetInstance()->ApplyState();
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if (group == PQG_ZCOMP_ZCOMPLOC || group == PQG_ZCOMP)
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{
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ActiveQuery& entry = m_query_buffer[m_query_next_pos];
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ASSERT(!entry.has_value && !entry.resolved);
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entry.has_value = true;
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entry.query_group = group;
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g_dx_context->GetCommandList()->BeginQuery(m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION,
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m_query_next_pos);
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}
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}
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void PerfQuery::DisableQuery(PerfQueryGroup group)
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{
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if (group == PQG_ZCOMP_ZCOMPLOC || group == PQG_ZCOMP)
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{
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g_dx_context->GetCommandList()->EndQuery(m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION,
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m_query_next_pos);
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m_query_next_pos = (m_query_next_pos + 1) % PERF_QUERY_BUFFER_SIZE;
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m_query_count.fetch_add(1, std::memory_order_relaxed);
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m_unresolved_queries++;
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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.store(0, std::memory_order_relaxed);
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m_unresolved_queries = 0;
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m_query_resolve_pos = 0;
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m_query_readback_pos = 0;
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m_query_next_pos = 0;
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for (size_t i = 0; i < m_results.size(); ++i)
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m_results[i].store(0, std::memory_order_relaxed);
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for (auto& entry : m_query_buffer)
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{
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entry.fence_value = 0;
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entry.resolved = false;
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entry.has_value = false;
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}
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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].load(std::memory_order_relaxed);
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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].load(std::memory_order_relaxed);
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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].load(std::memory_order_relaxed) +
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m_results[PQG_ZCOMP_ZCOMPLOC].load(std::memory_order_relaxed);
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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].load(std::memory_order_relaxed);
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}
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return result / 4;
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}
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void PerfQuery::FlushResults()
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{
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while (!IsFlushed())
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PartialFlush(true, true);
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}
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bool PerfQuery::IsFlushed() const
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{
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return m_query_count.load(std::memory_order_relaxed) == 0;
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}
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void PerfQuery::ResolveQueries()
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{
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// Do we need to split the resolve as it's wrapping around?
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if ((m_query_resolve_pos + m_unresolved_queries) > PERF_QUERY_BUFFER_SIZE)
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ResolveQueries(PERF_QUERY_BUFFER_SIZE - m_query_resolve_pos);
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ResolveQueries(m_unresolved_queries);
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}
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void PerfQuery::ResolveQueries(u32 query_count)
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{
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DEBUG_ASSERT(m_unresolved_queries >= query_count &&
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(m_query_resolve_pos + query_count) <= PERF_QUERY_BUFFER_SIZE);
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g_dx_context->GetCommandList()->ResolveQueryData(
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m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION, m_query_resolve_pos, query_count,
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m_query_readback_buffer.Get(), m_query_resolve_pos * sizeof(PerfQueryDataType));
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// Flag all queries as available, but with a fence that has to be completed first
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for (u32 i = 0; i < query_count; i++)
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{
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ActiveQuery& entry = m_query_buffer[m_query_resolve_pos + i];
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DEBUG_ASSERT(entry.has_value && !entry.resolved);
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entry.fence_value = g_dx_context->GetCurrentFenceValue();
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entry.resolved = true;
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}
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m_query_resolve_pos = (m_query_resolve_pos + query_count) % PERF_QUERY_BUFFER_SIZE;
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m_unresolved_queries -= query_count;
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}
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void PerfQuery::ReadbackQueries(bool blocking)
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{
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u64 completed_fence_counter = g_dx_context->GetCompletedFenceValue();
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// Need to save these since ProcessResults will modify them.
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const u32 outstanding_queries = m_query_count.load(std::memory_order_relaxed);
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u32 readback_count = 0;
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for (u32 i = 0; i < outstanding_queries; i++)
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{
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u32 index = (m_query_readback_pos + readback_count) % PERF_QUERY_BUFFER_SIZE;
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const ActiveQuery& entry = m_query_buffer[index];
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if (!entry.resolved)
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break;
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if (entry.fence_value > completed_fence_counter)
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{
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// Query result isn't ready yet. Wait if blocking, otherwise we can't do any more yet.
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if (!blocking)
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break;
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ASSERT(entry.fence_value != g_dx_context->GetCurrentFenceValue());
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g_dx_context->WaitForFence(entry.fence_value);
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completed_fence_counter = g_dx_context->GetCompletedFenceValue();
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}
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// If this wrapped around, we need to flush the entries before the end of the buffer.
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if (index < m_query_readback_pos)
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{
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AccumulateQueriesFromBuffer(readback_count);
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DEBUG_ASSERT(m_query_readback_pos == 0);
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readback_count = 0;
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}
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readback_count++;
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}
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if (readback_count > 0)
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AccumulateQueriesFromBuffer(readback_count);
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}
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void PerfQuery::AccumulateQueriesFromBuffer(u32 query_count)
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{
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// Should be at maximum query_count queries pending.
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ASSERT(query_count <= m_query_count.load(std::memory_order_relaxed) &&
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(m_query_readback_pos + query_count) <= PERF_QUERY_BUFFER_SIZE);
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const D3D12_RANGE read_range = {m_query_readback_pos * sizeof(PerfQueryDataType),
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(m_query_readback_pos + query_count) * sizeof(PerfQueryDataType)};
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u8* mapped_ptr;
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HRESULT hr = m_query_readback_buffer->Map(0, &read_range, reinterpret_cast<void**>(&mapped_ptr));
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map query readback buffer: {}", DX12HRWrap(hr));
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if (FAILED(hr))
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return;
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// Remove pending queries.
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for (u32 i = 0; i < query_count; i++)
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{
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u32 index = (m_query_readback_pos + i) % PERF_QUERY_BUFFER_SIZE;
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ActiveQuery& entry = m_query_buffer[index];
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// Should have a fence associated with it (waiting for a result).
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ASSERT(entry.fence_value != 0);
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entry.fence_value = 0;
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entry.resolved = false;
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entry.has_value = false;
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// Grab result from readback buffer, it will already have been invalidated.
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PerfQueryDataType result;
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std::memcpy(&result, mapped_ptr + (index * sizeof(PerfQueryDataType)), sizeof(result));
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// NOTE: Reported pixel metrics should be referenced to native resolution
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const u64 native_res_result = static_cast<u64>(result) * EFB_WIDTH /
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g_renderer->GetTargetWidth() * EFB_HEIGHT /
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g_renderer->GetTargetHeight();
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m_results[entry.query_group].fetch_add(static_cast<u32>(native_res_result),
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std::memory_order_relaxed);
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}
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constexpr D3D12_RANGE write_range = {0, 0};
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m_query_readback_buffer->Unmap(0, &write_range);
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m_query_readback_pos = (m_query_readback_pos + query_count) % PERF_QUERY_BUFFER_SIZE;
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m_query_count.fetch_sub(query_count, std::memory_order_relaxed);
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}
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void PerfQuery::PartialFlush(bool resolve, bool blocking)
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{
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// Submit a command buffer if there are unresolved queries (to write them to the buffer).
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if (resolve && m_unresolved_queries > 0)
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Renderer::GetInstance()->ExecuteCommandList(false);
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ReadbackQueries(blocking);
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}
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} // namespace DX12
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