dolphin/Source/Core/VideoBackends/D3D12/D3D12PerfQuery.cpp
2021-05-15 09:52:04 +02:00

268 lines
9.3 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D12/D3D12PerfQuery.h"
#include <algorithm>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoCommon/VideoCommon.h"
namespace DX12
{
PerfQuery::PerfQuery() = default;
PerfQuery::~PerfQuery() = default;
bool PerfQuery::Initialize()
{
constexpr D3D12_QUERY_HEAP_DESC desc = {D3D12_QUERY_HEAP_TYPE_OCCLUSION, PERF_QUERY_BUFFER_SIZE};
HRESULT hr = g_dx_context->GetDevice()->CreateQueryHeap(&desc, IID_PPV_ARGS(&m_query_heap));
CHECK(SUCCEEDED(hr), "Failed to create query heap");
if (FAILED(hr))
return false;
constexpr D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_READBACK};
constexpr D3D12_RESOURCE_DESC resource_desc = {D3D12_RESOURCE_DIMENSION_BUFFER,
0,
PERF_QUERY_BUFFER_SIZE * sizeof(PerfQueryDataType),
1,
1,
1,
DXGI_FORMAT_UNKNOWN,
{1, 0},
D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
D3D12_RESOURCE_FLAG_NONE};
hr = g_dx_context->GetDevice()->CreateCommittedResource(
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST,
nullptr, IID_PPV_ARGS(&m_query_readback_buffer));
CHECK(SUCCEEDED(hr), "Failed to create query buffer");
if (FAILED(hr))
return false;
return true;
}
void PerfQuery::EnableQuery(PerfQueryGroup type)
{
// Block if there are no free slots.
// Otherwise, try to keep half of them available.
const u32 query_count = m_query_count.load(std::memory_order_relaxed);
if (query_count > m_query_buffer.size() / 2)
{
const bool do_resolve = m_unresolved_queries > m_query_buffer.size() / 2;
const bool blocking = query_count == PERF_QUERY_BUFFER_SIZE;
PartialFlush(do_resolve, blocking);
}
// Ensure all state is applied before beginning the query.
// This is because we can't leave a query open when submitting a command list, and the draw
// call itself may need to execute a command list if we run out of descriptors. Note that
// this assumes that the caller has bound all required state prior to enabling the query.
Renderer::GetInstance()->ApplyState();
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
ActiveQuery& entry = m_query_buffer[m_query_next_pos];
ASSERT(!entry.has_value && !entry.resolved);
entry.has_value = true;
g_dx_context->GetCommandList()->BeginQuery(m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION,
m_query_next_pos);
}
}
void PerfQuery::DisableQuery(PerfQueryGroup type)
{
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
g_dx_context->GetCommandList()->EndQuery(m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION,
m_query_next_pos);
m_query_next_pos = (m_query_next_pos + 1) % PERF_QUERY_BUFFER_SIZE;
m_query_count.fetch_add(1, std::memory_order_relaxed);
m_unresolved_queries++;
}
}
void PerfQuery::ResetQuery()
{
m_query_count.store(0, std::memory_order_relaxed);
m_unresolved_queries = 0;
m_query_resolve_pos = 0;
m_query_readback_pos = 0;
m_query_next_pos = 0;
for (size_t i = 0; i < m_results.size(); ++i)
m_results[i].store(0, std::memory_order_relaxed);
for (auto& entry : m_query_buffer)
{
entry.fence_value = 0;
entry.resolved = false;
entry.has_value = false;
}
}
u32 PerfQuery::GetQueryResult(PerfQueryType type)
{
u32 result = 0;
if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
{
result = m_results[PQG_ZCOMP_ZCOMPLOC].load(std::memory_order_relaxed);
}
else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
{
result = m_results[PQG_ZCOMP].load(std::memory_order_relaxed);
}
else if (type == PQ_BLEND_INPUT)
{
result = m_results[PQG_ZCOMP].load(std::memory_order_relaxed) +
m_results[PQG_ZCOMP_ZCOMPLOC].load(std::memory_order_relaxed);
}
else if (type == PQ_EFB_COPY_CLOCKS)
{
result = m_results[PQG_EFB_COPY_CLOCKS].load(std::memory_order_relaxed);
}
return result / 4;
}
void PerfQuery::FlushResults()
{
while (!IsFlushed())
PartialFlush(true, true);
}
bool PerfQuery::IsFlushed() const
{
return m_query_count.load(std::memory_order_relaxed) == 0;
}
void PerfQuery::ResolveQueries()
{
// Do we need to split the resolve as it's wrapping around?
if ((m_query_resolve_pos + m_unresolved_queries) > PERF_QUERY_BUFFER_SIZE)
ResolveQueries(PERF_QUERY_BUFFER_SIZE - m_query_resolve_pos);
ResolveQueries(m_unresolved_queries);
}
void PerfQuery::ResolveQueries(u32 query_count)
{
DEBUG_ASSERT(m_unresolved_queries >= query_count &&
(m_query_resolve_pos + query_count) <= PERF_QUERY_BUFFER_SIZE);
g_dx_context->GetCommandList()->ResolveQueryData(
m_query_heap.Get(), D3D12_QUERY_TYPE_OCCLUSION, m_query_resolve_pos, query_count,
m_query_readback_buffer.Get(), m_query_resolve_pos * sizeof(PerfQueryDataType));
// Flag all queries as available, but with a fence that has to be completed first
for (u32 i = 0; i < query_count; i++)
{
ActiveQuery& entry = m_query_buffer[m_query_resolve_pos + i];
DEBUG_ASSERT(entry.has_value && !entry.resolved);
entry.fence_value = g_dx_context->GetCurrentFenceValue();
entry.resolved = true;
}
m_query_resolve_pos = (m_query_resolve_pos + query_count) % PERF_QUERY_BUFFER_SIZE;
m_unresolved_queries -= query_count;
}
void PerfQuery::ReadbackQueries(bool blocking)
{
u64 completed_fence_counter = g_dx_context->GetCompletedFenceValue();
// Need to save these since ProcessResults will modify them.
const u32 outstanding_queries = m_query_count.load(std::memory_order_relaxed);
u32 readback_count = 0;
for (u32 i = 0; i < outstanding_queries; i++)
{
u32 index = (m_query_readback_pos + readback_count) % PERF_QUERY_BUFFER_SIZE;
const ActiveQuery& entry = m_query_buffer[index];
if (!entry.resolved)
break;
if (entry.fence_value > completed_fence_counter)
{
// Query result isn't ready yet. Wait if blocking, otherwise we can't do any more yet.
if (!blocking)
break;
ASSERT(entry.fence_value != g_dx_context->GetCurrentFenceValue());
g_dx_context->WaitForFence(entry.fence_value);
completed_fence_counter = g_dx_context->GetCompletedFenceValue();
}
// If this wrapped around, we need to flush the entries before the end of the buffer.
if (index < m_query_readback_pos)
{
AccumulateQueriesFromBuffer(readback_count);
DEBUG_ASSERT(m_query_readback_pos == 0);
readback_count = 0;
}
readback_count++;
}
if (readback_count > 0)
AccumulateQueriesFromBuffer(readback_count);
}
void PerfQuery::AccumulateQueriesFromBuffer(u32 query_count)
{
// Should be at maximum query_count queries pending.
ASSERT(query_count <= m_query_count.load(std::memory_order_relaxed) &&
(m_query_readback_pos + query_count) <= PERF_QUERY_BUFFER_SIZE);
const D3D12_RANGE read_range = {m_query_readback_pos * sizeof(PerfQueryDataType),
(m_query_readback_pos + query_count) * sizeof(PerfQueryDataType)};
u8* mapped_ptr;
HRESULT hr = m_query_readback_buffer->Map(0, &read_range, reinterpret_cast<void**>(&mapped_ptr));
CHECK(SUCCEEDED(hr), "Failed to map query readback buffer");
if (FAILED(hr))
return;
// Remove pending queries.
for (u32 i = 0; i < query_count; i++)
{
u32 index = (m_query_readback_pos + i) % PERF_QUERY_BUFFER_SIZE;
ActiveQuery& entry = m_query_buffer[index];
// Should have a fence associated with it (waiting for a result).
ASSERT(entry.fence_value != 0);
entry.fence_value = 0;
entry.resolved = false;
entry.has_value = false;
// Grab result from readback buffer, it will already have been invalidated.
PerfQueryDataType result;
std::memcpy(&result, mapped_ptr + (index * sizeof(PerfQueryDataType)), sizeof(result));
// NOTE: Reported pixel metrics should be referenced to native resolution
const u64 native_res_result = static_cast<u64>(result) * EFB_WIDTH /
g_renderer->GetTargetWidth() * EFB_HEIGHT /
g_renderer->GetTargetHeight();
m_results[entry.query_type].fetch_add(static_cast<u32>(native_res_result),
std::memory_order_relaxed);
}
constexpr D3D12_RANGE write_range = {0, 0};
m_query_readback_buffer->Unmap(0, &write_range);
m_query_readback_pos = (m_query_readback_pos + query_count) % PERF_QUERY_BUFFER_SIZE;
m_query_count.fetch_sub(query_count, std::memory_order_relaxed);
}
void PerfQuery::PartialFlush(bool resolve, bool blocking)
{
// Submit a command buffer if there are unresolved queries (to write them to the buffer).
if (resolve && m_unresolved_queries > 0)
Renderer::GetInstance()->ExecuteCommandList(false);
ReadbackQueries(blocking);
}
} // namespace DX12