dolphin/Source/Core/VideoBackends/D3D/D3DPerfQuery.cpp
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

167 lines
4.7 KiB
C++

// Copyright 2012 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D/D3DPerfQuery.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoCommon.h"
namespace DX11
{
PerfQuery::PerfQuery() : m_query_read_pos()
{
for (ActiveQuery& entry : m_query_buffer)
{
D3D11_QUERY_DESC qdesc = CD3D11_QUERY_DESC(D3D11_QUERY_OCCLUSION, 0);
D3D::device->CreateQuery(&qdesc, &entry.query);
}
ResetQuery();
}
PerfQuery::~PerfQuery() = default;
void PerfQuery::EnableQuery(PerfQueryGroup type)
{
u32 query_count = m_query_count.load(std::memory_order_relaxed);
// Is this sane?
if (query_count > m_query_buffer.size() / 2)
{
WeakFlush();
query_count = m_query_count.load(std::memory_order_relaxed);
}
if (m_query_buffer.size() == query_count)
{
// TODO
FlushOne();
query_count = m_query_count.load(std::memory_order_relaxed);
ERROR_LOG_FMT(VIDEO, "Flushed query buffer early!");
}
// start query
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
auto& entry = m_query_buffer[(m_query_read_pos + query_count) % m_query_buffer.size()];
D3D::context->Begin(entry.query.Get());
entry.query_type = type;
m_query_count.fetch_add(1, std::memory_order_relaxed);
}
}
void PerfQuery::DisableQuery(PerfQueryGroup type)
{
// stop query
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
auto& entry = m_query_buffer[(m_query_read_pos + m_query_count.load(std::memory_order_relaxed) +
m_query_buffer.size() - 1) %
m_query_buffer.size()];
D3D::context->End(entry.query.Get());
}
}
void PerfQuery::ResetQuery()
{
m_query_count.store(0, std::memory_order_relaxed);
for (size_t i = 0; i < m_results.size(); ++i)
m_results[i].store(0, std::memory_order_relaxed);
}
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;
}
void PerfQuery::FlushOne()
{
auto& entry = m_query_buffer[m_query_read_pos];
UINT64 result = 0;
HRESULT hr = S_FALSE;
while (hr != S_OK)
{
// TODO: Might cause us to be stuck in an infinite loop!
hr = D3D::context->GetData(entry.query.Get(), &result, sizeof(result), 0);
}
// NOTE: Reported pixel metrics should be referenced to native resolution
// TODO: Dropping the lower 2 bits from this count should be closer to actual
// hardware behavior when drawing triangles.
const u64 native_res_result = 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);
m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size();
m_query_count.fetch_sub(1, std::memory_order_relaxed);
}
// TODO: could selectively flush things, but I don't think that will do much
void PerfQuery::FlushResults()
{
while (!IsFlushed())
FlushOne();
}
void PerfQuery::WeakFlush()
{
while (!IsFlushed())
{
auto& entry = m_query_buffer[m_query_read_pos];
UINT64 result = 0;
HRESULT hr = D3D::context->GetData(entry.query.Get(), &result, sizeof(result),
D3D11_ASYNC_GETDATA_DONOTFLUSH);
if (hr == S_OK)
{
// NOTE: Reported pixel metrics should be referenced to native resolution
const u64 native_res_result = result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT /
g_renderer->GetTargetHeight();
m_results[entry.query_type].store(static_cast<u32>(native_res_result),
std::memory_order_relaxed);
m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size();
m_query_count.fetch_sub(1, std::memory_order_relaxed);
}
else
{
break;
}
}
}
bool PerfQuery::IsFlushed() const
{
return m_query_count.load(std::memory_order_relaxed) == 0;
}
} // namespace DX11