Add new GPU Query API that is lightweight and supports occlusion queries

This commit is contained in:
Wojtek Figat
2026-01-16 10:40:30 +01:00
parent d2d7a871ce
commit 9ac231c403
31 changed files with 829 additions and 254 deletions

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@@ -349,6 +349,24 @@ API_ENUM(Attributes="Flags") enum class GPUResourceMapMode
DECLARE_ENUM_OPERATORS(GPUResourceMapMode);
/// <summary>
/// GPU resources types.
/// </summary>
enum class GPUQueryType
{
/// <summary>
/// Measures duration of GPU commands execution. Returns time in microseconds (1/1000 ms).
/// </summary>
Timer = 0,
/// <summary>
/// Tests object visibility by counting number of pixel samples that are not culled (by depth or stencil tests).
/// </summary>
Occlusion = 1,
MAX
};
/// <summary>
/// Primitives types.
/// </summary>

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@@ -28,6 +28,7 @@ class GPUBufferView;
class GPUVertexLayout;
struct GPUPass;
enum class GPUResourceAccess;
enum class GPUQueryType;
// Gets the GPU texture view. Checks if pointer is not null and texture has one or more mip levels loaded.
#define GET_TEXTURE_VIEW_SAFE(t) (t && t->ResidentMipLevels() > 0 ? t->View() : nullptr)
@@ -554,6 +555,20 @@ public:
/// <param name="offsetForArgs">The aligned byte offset for arguments.</param>
API_FUNCTION() virtual void DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) = 0;
public:
/// <summary>
/// Begins the GPU query that will measure commands until EndQuery.
/// </summary>
/// <param name="type">Query type.</param>
/// <returns>Unique identifier of the query used to EndQuery and then GetQueryResult to read the query result data.</returns>
virtual uint64 BeginQuery(GPUQueryType type) = 0;
/// <summary>
/// Ends the GPU query. Use GPUDevice::GetQueryResult to read the results back.
/// </summary>
/// <param name="queryID">Query identifier returned by BeginQuery.</param>
virtual void EndQuery(uint64 queryID) = 0;
public:
/// <summary>
/// Sets the rendering viewport and scissor rectangle.

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@@ -370,6 +370,16 @@ public:
/// </summary>
virtual void WaitForGPU() = 0;
/// <summary>
/// Reads the query result from the GPU.
/// </summary>
/// <remarks>GPU query results are short-lived, meaning that in the frame that results are ready, they won't be available in the next frame, as queries are reused.</remarks>
/// <param name="queryID">Query identifier returned by GPUContext::BeginQuery.</param>
/// <param name="result">The output result data of the query. Valid only when function returns true.</param>
/// <param name="wait">True if wait for the GPU to end processing commands for sync data ready. Otherwise, if query is incomplete then function will return value of false without result.</param>
/// <returns>True if got valid query result, otherwise false. If called with wait enabled then device failed to readback the query data.</returns>
virtual bool GetQueryResult(uint64 queryID, uint64& result, bool wait = false) = 0;
public:
void AddResource(GPUResource* resource);
void RemoveResource(GPUResource* resource);

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@@ -32,7 +32,7 @@ API_ENUM() enum class GPUResourceType
PipelineState,
// GPU binding descriptor
Descriptor,
// GPU timer query
// GPU timer or occlusion query
Query,
// GPU texture sampler
Sampler,

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@@ -40,6 +40,7 @@ public abstract class GraphicsDeviceBaseModule : EngineModule
public class Graphics : EngineModule
{
private static bool _logMissingVulkanSDK;
private static bool _logMissingWindowsSDK;
/// <inheritdoc />
public override void Setup(BuildOptions options)
@@ -59,7 +60,7 @@ public class Graphics : EngineModule
if (windowsToolchain != null && windowsToolchain.SDK != Flax.Build.Platforms.WindowsPlatformSDK.v8_1)
options.PrivateDependencies.Add("GraphicsDeviceDX12");
else
Log.WarningOnce(string.Format("Building for {0} without Vulkan rendering backend (Vulkan SDK is missing)", options.Platform.Target), ref _logMissingVulkanSDK);
Log.WarningOnce(string.Format("Building for {0} without D3D12 rendering backend (Windows SDK is missing)", options.Platform.Target), ref _logMissingWindowsSDK);
break;
case TargetPlatform.UWP:
options.PrivateDependencies.Add("GraphicsDeviceDX11");

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@@ -566,6 +566,81 @@ void GPUContextDX11::DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint
RENDER_STAT_DRAW_CALL(0, 0);
}
uint64 GPUContextDX11::BeginQuery(GPUQueryType type)
{
// Allocate a pooled query
uint16 queryIndex;
static_assert(ARRAY_COUNT(_device->_readyQueries) == (int32)GPUQueryType::MAX, "Invalid query types count");
if (_device->_readyQueries[(int32)type].HasItems())
{
// Use query from cached list
queryIndex = _device->_readyQueries[(int32)type].Pop();
}
else
{
// Add a new query
queryIndex = _device->_queries.Count();
auto& query = _device->_queries.AddOne();
query.Type = type;
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_TIMESTAMP;
queryDesc.MiscFlags = 0;
HRESULT hr = _device->GetDevice()->CreateQuery(&queryDesc, &query.Query);
LOG_DIRECTX_RESULT_WITH_RETURN(hr, 0);
if (type == GPUQueryType::Timer)
{
// Timer queries need additional one for begin and end disjoint
hr = _device->GetDevice()->CreateQuery(&queryDesc, &query.TimerBeginQuery);
LOG_DIRECTX_RESULT_WITH_RETURN(hr, 0);
queryDesc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
hr = _device->GetDevice()->CreateQuery(&queryDesc, &query.DisjointQuery);
LOG_DIRECTX_RESULT_WITH_RETURN(hr, 0);
}
}
static_assert(sizeof(GPUQueryDX11) == sizeof(uint64), "Invalid query size.");
GPUQueryDX11 q = {};
q.Type = (uint16)type;
q.Index = queryIndex;
q.Padding = 1; // Ensure Raw is never 0, even for the first query
// Begin query
{
auto& query = _device->_queries[queryIndex];
ASSERT_LOW_LAYER(query.State == GPUQueryDataDX11::Ready);
ASSERT_LOW_LAYER(query.Type == type);
query.State = GPUQueryDataDX11::Active;
auto context = _device->GetIM();
if (type == GPUQueryType::Timer)
{
context->Begin(query.DisjointQuery);
context->End(query.TimerBeginQuery);
}
else
{
context->Begin(query.Query);
}
}
return q.Raw;
}
void GPUContextDX11::EndQuery(uint64 queryID)
{
if (!queryID)
return;
// End query
GPUQueryDX11 q;
q.Raw = queryID;
auto& query = _device->_queries[q.Index];
auto context = _device->GetIM();
context->End(query.Query);
if (q.Type == (uint16)GPUQueryType::Timer)
{
context->End(query.DisjointQuery);
}
}
void GPUContextDX11::SetViewport(const Viewport& viewport)
{
_context->RSSetViewports(1, (D3D11_VIEWPORT*)&viewport);

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@@ -154,6 +154,8 @@ public:
void DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCount, int32 startInstance, int32 startVertex, int32 startIndex) override;
void DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
void DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
uint64 BeginQuery(GPUQueryType type) override;
void EndQuery(uint64 queryID) override;
void SetViewport(const Viewport& viewport) override;
void SetScissor(const Rectangle& scissorRect) override;
GPUPipelineState* GetState() const override;

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@@ -175,6 +175,15 @@ GPUVertexLayoutDX11::GPUVertexLayoutDX11(GPUDeviceDX11* device, const Elements&
}
}
void GPUQueryDataDX11::Release()
{
SAFE_RELEASE(Query);
SAFE_RELEASE(TimerBeginQuery);
SAFE_RELEASE(DisjointQuery);
Result = 0;
State = Ready;
}
GPUDevice* GPUDeviceDX11::Create()
{
// Configuration
@@ -801,6 +810,11 @@ void GPUDeviceDX11::Dispose()
{
SAFE_RELEASE(RasterizerStates[i]);
}
for (auto& query : _queries)
query.Release();
_queries.Clear();
for (auto& e : _readyQueries)
e.Clear();
// Clear DirectX stuff
SAFE_DELETE(_mainContext);
@@ -877,6 +891,88 @@ void GPUDeviceDX11::DrawEnd()
infoQueue->ClearStoredMessages();
}
#endif
// Auto-return finished queries back to the pool
auto* queries = _queries.Get();
int32 queriesCount = _queries.Count();
for (int32 i = 0; i < queriesCount; i++)
{
auto& query = queries[i];
if (query.State == GPUQueryDataDX11::Finished)
{
query.State = GPUQueryDataDX11::Ready;
query.Result = 0;
_readyQueries[(int32)query.Type].Push(i);
}
}
}
bool GPUDeviceDX11::GetQueryResult(uint64 queryID, uint64& result, bool wait)
{
if (!queryID)
return false;
GPUQueryDX11 q;
q.Raw = queryID;
auto& query = _queries[q.Index];
if (query.State == GPUQueryDataDX11::Finished)
{
// Use resolved result
result = query.Result;
return true;
}
auto context = GetIM();
RETRY:
bool hasData;
if (q.Type == (uint16)GPUQueryType::Timer)
{
D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjointData;
hasData = context->GetData(query.DisjointQuery, &disjointData, sizeof(disjointData), 0) == S_OK;
if (hasData)
{
UINT64 timeBegin = 0, timeEnd = 0;
context->GetData(query.TimerBeginQuery, &timeBegin, sizeof(timeBegin), 0);
context->GetData(query.Query, &timeEnd, sizeof(timeEnd), 0);
if (disjointData.Disjoint == FALSE)
{
result = timeEnd > timeBegin ? (timeEnd - timeBegin) * 1000000ull / disjointData.Frequency : 0;
}
else
{
result = 0;
#if !BUILD_RELEASE
static bool LogOnce = true;
if (LogOnce)
{
LogOnce = false;
LOG(Warning, "Unreliable GPU timer query detected.");
}
#endif
}
}
}
else
{
hasData = context->GetData(query.Query, &result, sizeof(uint64), 0) == S_OK;
}
if (!hasData && wait)
{
// Wait until data is ready
Platform::Yield();
goto RETRY;
}
if (hasData)
{
// Query has valid data now (until auto-recycle back to pool)
query.State = GPUQueryDataDX11::Finished;
query.Result = result;
}
return hasData;
}
GPUTexture* GPUDeviceDX11::CreateTexture(const StringView& name)

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@@ -15,6 +15,38 @@ enum class StencilOperation : byte;
class GPUContextDX11;
class GPUSwapChainDX11;
/// <summary>
/// GPU query ID packed into 64-bits.
/// </summary>
struct GPUQueryDX11
{
union
{
struct
{
uint16 Type;
uint16 Index;
uint32 Padding;
};
uint64 Raw;
};
};
/// <summary>
/// GPU query data (reusable via pooling).
/// </summary>
struct GPUQueryDataDX11
{
ID3D11Query* Query = nullptr;
ID3D11Query* TimerBeginQuery = nullptr;
ID3D11Query* DisjointQuery = nullptr;
uint64 Result = 0;
enum States { Ready, Active, Finished } State = Ready;
GPUQueryType Type = GPUQueryType::MAX;
void Release();
};
/// <summary>
/// Implementation of Graphics Device for DirectX 11 backend.
/// </summary>
@@ -60,6 +92,8 @@ private:
GPUContextDX11* _mainContext = nullptr;
bool _allowTearing = false;
GPUBuffer* _dummyVB = nullptr;
Array<GPUQueryDataDX11> _queries;
Array<uint16> _readyQueries[2]; // Timer and Occlusion
// Static Samplers
ID3D11SamplerState* _samplerLinearClamp = nullptr;
@@ -124,6 +158,7 @@ public:
void Dispose() override;
void WaitForGPU() override;
void DrawEnd() override;
bool GetQueryResult(uint64 queryID, uint64& result, bool wait = false) override;
GPUTexture* CreateTexture(const StringView& name) override;
GPUShader* CreateShader(const StringView& name) override;
GPUPipelineState* CreatePipelineState() override;

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@@ -1275,6 +1275,31 @@ void GPUContextDX12::DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint
RENDER_STAT_DRAW_CALL(0, 0);
}
uint64 GPUContextDX12::BeginQuery(GPUQueryType type)
{
auto query = _device->AllocQuery(type);
if (query.Raw)
{
auto heap = _device->QueryHeaps[query.Heap];
if (type == GPUQueryType::Timer) // Timer queries call End twice on different queries to calculate duration between GPU time clocks
_commandList->EndQuery(heap->QueryHeap, heap->QueryType, query.SecondaryElement);
else
_commandList->BeginQuery(heap->QueryHeap, heap->QueryType, query.Element);
}
return query.Raw;
}
void GPUContextDX12::EndQuery(uint64 queryID)
{
if (queryID)
{
GPUQueryDX12 query;
query.Raw = queryID;
auto heap = _device->QueryHeaps[query.Heap];
_commandList->EndQuery(heap->QueryHeap, heap->QueryType, query.Element);
}
}
void GPUContextDX12::SetViewport(const Viewport& viewport)
{
_commandList->RSSetViewports(1, (D3D12_VIEWPORT*)&viewport);

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@@ -197,6 +197,8 @@ public:
void DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCount, int32 startInstance, int32 startVertex, int32 startIndex) override;
void DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
void DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
uint64 BeginQuery(GPUQueryType type) override;
void EndQuery(uint64 queryID) override;
void SetViewport(const Viewport& viewport) override;
void SetScissor(const Rectangle& scissorRect) override;
GPUPipelineState* GetState() const override;

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@@ -555,7 +555,6 @@ GPUDeviceDX12::GPUDeviceDX12(IDXGIFactory4* dxgiFactory, GPUAdapterDX* adapter)
, _commandQueue(nullptr)
, _mainContext(nullptr)
, UploadBuffer(this)
, TimestampQueryHeap(this, D3D12_QUERY_HEAP_TYPE_TIMESTAMP, DX12_BACK_BUFFER_COUNT * 1024)
, Heap_CBV_SRV_UAV(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 4 * 1024, false)
, Heap_RTV(this, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1 * 1024, false)
, Heap_DSV(this, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 64, false)
@@ -883,9 +882,6 @@ bool GPUDeviceDX12::Init()
VALIDATE_DIRECTX_CALL(_device->CreateRootSignature(0, signatureBlob->GetBufferPointer(), signatureBlob->GetBufferSize(), IID_PPV_ARGS(&_rootSignature)));
}
if (TimestampQueryHeap.Init())
return true;
// Cached command signatures
{
DrawIndirectCommandSignature = New<CommandSignatureDX12>(this, 1);
@@ -927,8 +923,9 @@ void GPUDeviceDX12::RenderEnd()
// Base
GPUDeviceDX::RenderEnd();
// Resolve the timestamp queries
TimestampQueryHeap.EndQueryBatchAndResolveQueryData(_mainContext);
// Resolve the queries
for (auto heap : QueryHeaps)
heap->EndQueryBatchAndResolveQueryData(_mainContext);
}
GPUDeviceDX12::~GPUDeviceDX12()
@@ -957,11 +954,47 @@ ID3D12CommandQueue* GPUDeviceDX12::GetCommandQueueDX12() const
return _commandQueue->GetCommandQueue();
}
GPUQueryDX12 GPUDeviceDX12::AllocQuery(GPUQueryType type)
{
// Get query heap with free space
int32 heapIndex = 0;
int32 count = GPUQueryDX12::GetQueriesCount(type);
for (; heapIndex < QueryHeaps.Count(); heapIndex++)
{
auto heap = QueryHeaps[heapIndex];
if (heap->Type == type && heap->CanAlloc(count))
break;
}
if (heapIndex == QueryHeaps.Count())
{
// Allocate a new query heap
auto heap = New<QueryHeapDX12>();
int32 size = type == GPUQueryType::Occlusion ? 4096 : 1024;
if (heap->Init(this, type, size))
{
Delete(heap);
return {};
}
QueryHeaps.Add(heap);
}
// Alloc query from the heap
GPUQueryDX12 query = {};
{
static_assert(sizeof(GPUQueryDX12) == sizeof(uint64), "Invalid DX12 query size.");
query.Type = (uint16)type;
query.Heap = heapIndex;
auto heap = QueryHeaps[heapIndex];
heap->Alloc(query.Element);
if (count == 2)
heap->Alloc(query.SecondaryElement);
}
return query;
}
void GPUDeviceDX12::Dispose()
{
GPUDeviceLock lock(this);
// Check if has been disposed already
if (_state == DeviceState::Disposed)
return;
@@ -982,7 +1015,12 @@ void GPUDeviceDX12::Dispose()
for (auto& srv : _nullSrv)
srv.Release();
_nullUav.Release();
TimestampQueryHeap.Destroy();
for (auto* heap : QueryHeaps)
{
heap->Destroy();
Delete(heap);
}
QueryHeaps.Clear();
DX_SAFE_RELEASE_CHECK(_rootSignature, 0);
Heap_CBV_SRV_UAV.ReleaseGPU();
Heap_RTV.ReleaseGPU();
@@ -1012,6 +1050,28 @@ void GPUDeviceDX12::WaitForGPU()
_commandQueue->WaitForGPU();
}
bool GPUDeviceDX12::GetQueryResult(uint64 queryID, uint64& result, bool wait)
{
GPUQueryDX12 query;
query.Raw = queryID;
auto heap = QueryHeaps[query.Heap];
int32 count = GPUQueryDX12::GetQueriesCount((GPUQueryType)query.Type);
if (!wait && (!heap->IsReady(query.Element) || (count != 2 || !heap->IsReady(query.SecondaryElement))))
return false;
if (query.Type == (uint16)GPUQueryType::Timer)
{
uint64 timestampFrequency = 1;
const uint64 timeBegin = *(uint64*)heap->Resolve(query.SecondaryElement);
const uint64 timeEnd = *(uint64*)heap->Resolve(query.Element, &timestampFrequency);
result = timeEnd > timeBegin ? (timeEnd - timeBegin) * 1000000ull / timestampFrequency : 0;
}
else
{
result = *(uint64*)heap->Resolve(query.Element);
}
return true;
}
GPUTexture* GPUDeviceDX12::CreateTexture(const StringView& name)
{
PROFILE_MEM(GraphicsTextures);

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@@ -65,21 +65,13 @@ public:
~GPUDeviceDX12();
public:
/// <summary>
/// Data uploading utility via pages.
/// </summary>
UploadBufferDX12 UploadBuffer;
/// <summary>
/// The timestamp queries heap.
/// </summary>
QueryHeapDX12 TimestampQueryHeap;
bool AllowTearing = false;
CommandSignatureDX12* DispatchIndirectCommandSignature = nullptr;
CommandSignatureDX12* DrawIndexedIndirectCommandSignature = nullptr;
CommandSignatureDX12* DrawIndirectCommandSignature = nullptr;
GPUBuffer* DummyVB = nullptr;
Array<QueryHeapDX12*, InlinedAllocation<8>> QueryHeaps;
D3D12_CPU_DESCRIPTOR_HANDLE NullSRV(D3D12_SRV_DIMENSION dimension) const;
D3D12_CPU_DESCRIPTOR_HANDLE NullUAV() const;
@@ -136,6 +128,8 @@ public:
return _mainContext;
}
GPUQueryDX12 AllocQuery(GPUQueryType type);
public:
DescriptorHeapPoolDX12 Heap_CBV_SRV_UAV;
@@ -185,6 +179,7 @@ public:
void RenderEnd() override;
void Dispose() final override;
void WaitForGPU() override;
bool GetQueryResult(uint64 queryID, uint64& result, bool wait = false) override;
GPUTexture* CreateTexture(const StringView& name) override;
GPUShader* CreateShader(const StringView& name) override;
GPUPipelineState* CreatePipelineState() override;

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@@ -20,9 +20,7 @@ void GPUTimerQueryDX12::OnReleaseGPU()
void GPUTimerQueryDX12::Begin()
{
const auto context = _device->GetMainContextDX12();
auto& heap = _device->TimestampQueryHeap;
heap.EndQuery(context, _begin);
_query = context->BeginQuery(GPUQueryType::Timer);
_hasResult = false;
_endCalled = false;
}
@@ -31,14 +29,8 @@ void GPUTimerQueryDX12::End()
{
if (_endCalled)
return;
const auto context = _device->GetMainContextDX12();
auto& heap = _device->TimestampQueryHeap;
heap.EndQuery(context, _end);
const auto queue = _device->GetCommandQueue()->GetCommandQueue();
VALIDATE_DIRECTX_CALL(queue->GetTimestampFrequency(&_gpuFrequency));
context->EndQuery(_query);
_endCalled = true;
}
@@ -48,33 +40,16 @@ bool GPUTimerQueryDX12::HasResult()
return false;
if (_hasResult)
return true;
auto& heap = _device->TimestampQueryHeap;
return heap.IsReady(_end) && heap.IsReady(_begin);
uint64 result;
return _device->GetQueryResult(_query, result, false);
}
float GPUTimerQueryDX12::GetResult()
{
if (_hasResult)
{
return _timeDelta;
}
const uint64 timeBegin = *(uint64*)_device->TimestampQueryHeap.ResolveQuery(_begin);
const uint64 timeEnd = *(uint64*)_device->TimestampQueryHeap.ResolveQuery(_end);
// Calculate event duration in milliseconds
if (timeEnd > timeBegin)
{
const uint64 delta = timeEnd - timeBegin;
const double frequency = double(_gpuFrequency);
_timeDelta = static_cast<float>((delta / frequency) * 1000.0);
}
else
{
_timeDelta = 0.0f;
}
uint64 result;
_timeDelta = _device->GetQueryResult(_query, result, true) ? (float)((double)result / 1000.0) : 0.0f;
_hasResult = true;
return _timeDelta;
}

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@@ -17,9 +17,7 @@ private:
bool _hasResult = false;
bool _endCalled = false;
float _timeDelta = 0.0f;
uint64 _gpuFrequency = 0;
QueryHeapDX12::ElementHandle _begin;
QueryHeapDX12::ElementHandle _end;
uint64 _query = 0;
public:

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@@ -7,42 +7,34 @@
#include "GPUContextDX12.h"
#include "../RenderToolsDX.h"
QueryHeapDX12::QueryHeapDX12(GPUDeviceDX12* device, const D3D12_QUERY_HEAP_TYPE& queryHeapType, int32 queryHeapCount)
: _device(device)
, _queryHeap(nullptr)
, _resultBuffer(nullptr)
, _queryHeapType(queryHeapType)
, _currentIndex(0)
, _queryHeapCount(queryHeapCount)
bool QueryHeapDX12::Init(GPUDeviceDX12* device, GPUQueryType type, uint32 size)
{
if (queryHeapType == D3D12_QUERY_HEAP_TYPE_OCCLUSION)
{
_resultSize = sizeof(uint64);
_queryType = D3D12_QUERY_TYPE_OCCLUSION;
}
else if (queryHeapType == D3D12_QUERY_HEAP_TYPE_TIMESTAMP)
{
_resultSize = sizeof(uint64);
_queryType = D3D12_QUERY_TYPE_TIMESTAMP;
}
else
{
MISSING_CODE("Not support D3D12 query heap type.");
}
}
bool QueryHeapDX12::Init()
{
_resultData.Resize(_resultSize * _queryHeapCount);
// Create the query heap
D3D12_QUERY_HEAP_DESC heapDesc;
heapDesc.Type = _queryHeapType;
Type = type;
_device = device;
_queryHeapCount = size;
D3D12_QUERY_HEAP_DESC heapDesc = {};
heapDesc.Count = _queryHeapCount;
heapDesc.NodeMask = 0;
HRESULT result = _device->GetDevice()->CreateQueryHeap(&heapDesc, IID_PPV_ARGS(&_queryHeap));
switch (type)
{
case GPUQueryType::Timer:
_resultSize = sizeof(uint64);
QueryType = D3D12_QUERY_TYPE_TIMESTAMP;
heapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
break;
case GPUQueryType::Occlusion:
_resultSize = sizeof(uint64);
QueryType = D3D12_QUERY_TYPE_OCCLUSION;
heapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
break;
case GPUQueryType::MAX:
return true;
}
_resultData.Resize(_resultSize * _queryHeapCount);
HRESULT result = _device->GetDevice()->CreateQueryHeap(&heapDesc, IID_PPV_ARGS(&QueryHeap));
LOG_DIRECTX_RESULT_WITH_RETURN(result, true);
DX_SET_DEBUG_NAME(_queryHeap, "Query Heap");
DX_SET_DEBUG_NAME(QueryHeap, "Query Heap");
// Create the result buffer
D3D12_HEAP_PROPERTIES heapProperties;
@@ -77,8 +69,8 @@ bool QueryHeapDX12::Init()
void QueryHeapDX12::Destroy()
{
SAFE_RELEASE(_resultBuffer);
SAFE_RELEASE(_queryHeap);
_currentBatch.Clear();
SAFE_RELEASE(QueryHeap);
_currentBatch = QueryBatch();
_resultData.SetCapacity(0);
}
@@ -92,45 +84,36 @@ void QueryHeapDX12::EndQueryBatchAndResolveQueryData(GPUContextDX12* context)
_currentBatch.Open = false;
// Resolve the batch
const int32 offset = _currentBatch.Start * _resultSize;
context->GetCommandList()->ResolveQueryData(_queryHeap, _queryType, _currentBatch.Start, _currentBatch.Count, _resultBuffer, offset);
_currentBatch.Sync = _device->GetCommandQueue()->GetSyncPoint();
const uint32 offset = _currentBatch.Start * _resultSize;
context->GetCommandList()->ResolveQueryData(QueryHeap, QueryType, _currentBatch.Start, _currentBatch.Count, _resultBuffer, offset);
const auto queue = _device->GetCommandQueue();
_currentBatch.Sync = queue->GetSyncPoint();
// Get GPU clock frequency for timer queries
if (Type == GPUQueryType::Timer)
{
VALIDATE_DIRECTX_CALL(queue->GetCommandQueue()->GetTimestampFrequency(&_currentBatch.TimestampFrequency));
}
// Begin a new query batch
_batches.Add(_currentBatch);
StartQueryBatch();
}
void QueryHeapDX12::AllocQuery(GPUContextDX12* context, ElementHandle& handle)
bool QueryHeapDX12::CanAlloc(int32 count) const
{
return _currentBatch.Open && _currentIndex + count <= GetQueryHeapCount();
}
void QueryHeapDX12::Alloc(ElementHandle& handle)
{
ASSERT(_currentBatch.Open);
// Check if need to start from the buffer head
if (_currentIndex >= GetQueryHeapCount())
{
// We're in the middle of a batch, but we're at the end of the heap so split the batch in two
EndQueryBatchAndResolveQueryData(context);
}
// Allocate element into the current batch
handle = _currentIndex++;
_currentBatch.Count++;
}
void QueryHeapDX12::BeginQuery(GPUContextDX12* context, ElementHandle& handle)
{
AllocQuery(context, handle);
context->GetCommandList()->BeginQuery(_queryHeap, _queryType, handle);
}
void QueryHeapDX12::EndQuery(GPUContextDX12* context, ElementHandle& handle)
{
AllocQuery(context, handle);
context->GetCommandList()->EndQuery(_queryHeap, _queryType, handle);
}
bool QueryHeapDX12::IsReady(ElementHandle& handle)
{
// Current batch is not ready (not ended)
@@ -150,7 +133,7 @@ bool QueryHeapDX12::IsReady(ElementHandle& handle)
return true;
}
void* QueryHeapDX12::ResolveQuery(ElementHandle& handle)
void* QueryHeapDX12::Resolve(ElementHandle& handle, uint64* timestampFrequency)
{
// Prevent queries from the current batch
ASSERT(!_currentBatch.ContainsElement(handle));
@@ -192,10 +175,15 @@ void* QueryHeapDX12::ResolveQuery(ElementHandle& handle)
// All elements got its results so we can remove this batch
_batches.RemoveAt(i);
// Cache timestamps frequency for later
_timestampFrequency = batch.TimestampFrequency;
break;
}
}
if (timestampFrequency)
*timestampFrequency = _timestampFrequency;
return _resultData.Get() + handle * _resultSize;
}
@@ -204,7 +192,7 @@ void QueryHeapDX12::StartQueryBatch()
ASSERT(!_currentBatch.Open);
// Clear the current batch
_currentBatch.Clear();
_currentBatch = QueryBatch();
// Loop active index on overflow
if (_currentIndex >= GetQueryHeapCount())

View File

@@ -10,6 +10,31 @@ class GPUContextDX12;
class GPUBuffer;
#include "CommandQueueDX12.h"
#include "Engine/Graphics/Enums.h"
/// <summary>
/// GPU query ID packed into 64-bits.
/// </summary>
struct GPUQueryDX12
{
union
{
struct
{
uint16 Type;
uint16 Heap;
uint16 Element;
uint16 SecondaryElement;
};
uint64 Raw;
};
static int32 GetQueriesCount(GPUQueryType type)
{
// Timer queries need to know duration via GPU timer queries difference
return type == GPUQueryType::Timer ? 2 : 1;
}
};
/// <summary>
/// GPU queries heap for DirectX 12 backend.
@@ -17,14 +42,12 @@ class GPUBuffer;
class QueryHeapDX12
{
public:
/// <summary>
/// The query element handle.
/// </summary>
typedef int32 ElementHandle;
typedef uint16 ElementHandle;
private:
struct QueryBatch
{
/// <summary>
@@ -35,71 +58,54 @@ private:
/// <summary>
/// The first element in the batch (inclusive).
/// </summary>
int32 Start = 0;
uint32 Start = 0;
/// <summary>
/// The amount of elements added to this batch.
/// </summary>
int32 Count = 0;
uint32 Count = 0;
/// <summary>
/// The GPU clock frequency for timer queries.
/// </summary>
uint64 TimestampFrequency = 0;
/// <summary>
/// Is the batch still open for more begin/end queries.
/// </summary>
bool Open = false;
/// <summary>
/// Clears this batch.
/// </summary>
inline void Clear()
{
Sync = SyncPointDX12();
Start = 0;
Count = 0;
Open = false;
}
/// <summary>
/// Checks if this query batch contains a given element contains the element.
/// </summary>
/// <param name="elementIndex">The index of the element.</param>
/// <returns>True if element is in this query, otherwise false.</returns>
bool ContainsElement(int32 elementIndex) const
bool ContainsElement(uint32 elementIndex) const
{
return elementIndex >= Start && elementIndex < Start + Count;
}
};
private:
GPUDeviceDX12* _device;
ID3D12QueryHeap* _queryHeap;
ID3D12Resource* _resultBuffer;
D3D12_QUERY_TYPE _queryType;
D3D12_QUERY_HEAP_TYPE _queryHeapType;
int32 _currentIndex;
int32 _resultSize;
int32 _queryHeapCount;
GPUDeviceDX12* _device = nullptr;
ID3D12Resource* _resultBuffer = nullptr;
uint32 _currentIndex = 0;
uint32 _resultSize = 0;
uint32 _queryHeapCount = 0;
QueryBatch _currentBatch;
Array<QueryBatch> _batches;
Array<byte> _resultData;
uint64 _timestampFrequency;
public:
/// <summary>
/// Initializes a new instance of the <see cref="QueryHeapDX12"/> class.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="queryHeapType">Type of the query heap.</param>
/// <param name="queryHeapCount">The query heap count.</param>
QueryHeapDX12(GPUDeviceDX12* device, const D3D12_QUERY_HEAP_TYPE& queryHeapType, int32 queryHeapCount);
public:
/// <summary>
/// Initializes this instance.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="type">Type of the query heap.</param>
/// <param name="size">The size of the heap.</param>
/// <returns>True if failed, otherwise false.</returns>
bool Init();
bool Init(GPUDeviceDX12* device, GPUQueryType type, uint32 size);
/// <summary>
/// Destroys this instance.
@@ -107,12 +113,14 @@ public:
void Destroy();
public:
GPUQueryType Type;
ID3D12QueryHeap* QueryHeap = nullptr;
D3D12_QUERY_TYPE QueryType = D3D12_QUERY_TYPE_OCCLUSION;
/// <summary>
/// Gets the query heap capacity.
/// </summary>
/// <returns>The queries count.</returns>
FORCE_INLINE int32 GetQueryHeapCount() const
FORCE_INLINE uint32 GetQueryHeapCount() const
{
return _queryHeapCount;
}
@@ -120,8 +128,7 @@ public:
/// <summary>
/// Gets the size of the result value (in bytes).
/// </summary>
/// <returns>The size of the query result value (in bytes).</returns>
FORCE_INLINE int32 GetResultSize() const
FORCE_INLINE uint32 GetResultSize() const
{
return _resultSize;
}
@@ -129,40 +136,30 @@ public:
/// <summary>
/// Gets the result buffer (CPU readable via Map/Unmap).
/// </summary>
/// <returns>The query results buffer.</returns>
FORCE_INLINE ID3D12Resource* GetResultBuffer() const
{
return _resultBuffer;
}
public:
/// <summary>
/// Stops tracking the current batch of begin/end query calls that will be resolved together. This implicitly starts a new batch.
/// </summary>
/// <param name="context">The context.</param>
void EndQueryBatchAndResolveQueryData(GPUContextDX12* context);
/// <summary>
/// Checks if can alloc a new query (without rolling the existing batch).
/// </summary>
/// <param name="count">How many elements to allocate?</param>
/// <returns>True if can alloc new query within the same batch.</returns>
bool CanAlloc(int32 count = 1) const;
/// <summary>
/// Allocates the query heap element.
/// </summary>
/// <param name="context">The context.</param>
/// <param name="handle">The result handle.</param>
void AllocQuery(GPUContextDX12* context, ElementHandle& handle);
/// <summary>
/// Calls BeginQuery on command list for the given query heap slot.
/// </summary>
/// <param name="context">The context.</param>
/// <param name="handle">The query handle.</param>
void BeginQuery(GPUContextDX12* context, ElementHandle& handle);
/// <summary>
/// Calls EndQuery on command list for the given query heap slot.
/// </summary>
/// <param name="context">The context.</param>
/// <param name="handle">The query handle.</param>
void EndQuery(GPUContextDX12* context, ElementHandle& handle);
void Alloc(ElementHandle& handle);
/// <summary>
/// Determines whether the specified query handle is ready to read data (command list has been executed by the GPU).
@@ -175,11 +172,11 @@ public:
/// Resolves the query (or skips if already resolved).
/// </summary>
/// <param name="handle">The result handle.</param>
/// <param name="timestampFrequency">The optional pointer to GPU timestamps frequency value to store.</param>
/// <returns>The pointer to the resolved query data.</returns>
void* ResolveQuery(ElementHandle& handle);
void* Resolve(ElementHandle& handle, uint64* timestampFrequency = nullptr);
private:
/// <summary>
/// Starts tracking a new batch of begin/end query calls that will be resolved together
/// </summary>

View File

@@ -160,6 +160,15 @@ public:
{
}
uint64 BeginQuery(GPUQueryType type) override
{
return 0;
}
void EndQuery(uint64 queryID) override
{
}
void SetViewport(const Viewport& viewport) override
{
}

View File

@@ -144,6 +144,11 @@ void GPUDeviceNull::WaitForGPU()
{
}
bool GPUDeviceNull::GetQueryResult(uint64 queryID, uint64& result, bool wait)
{
return false;
}
GPUTexture* GPUDeviceNull::CreateTexture(const StringView& name)
{
PROFILE_MEM(GraphicsTextures);

View File

@@ -20,18 +20,15 @@ class GPUDeviceNull : public GPUDevice
friend GPUSwapChainNull;
private:
GPUContextNull* _mainContext;
GPUAdapterNull* _adapter;
public:
static GPUDevice* Create();
GPUDeviceNull();
~GPUDeviceNull();
public:
// [GPUDevice]
GPUContext* GetMainContext() override;
GPUAdapter* GetAdapter() const override;
@@ -41,6 +38,7 @@ public:
void Draw() override;
void Dispose() override;
void WaitForGPU() override;
bool GetQueryResult(uint64 queryID, uint64& result, bool wait = false) override;
GPUTexture* CreateTexture(const StringView& name) override;
GPUShader* CreateShader(const StringView& name) override;
GPUPipelineState* CreatePipelineState() override;

View File

@@ -6,7 +6,7 @@
#include "RenderToolsVulkan.h"
#include "QueueVulkan.h"
#include "GPUContextVulkan.h"
#if VULKAN_USE_QUERIES
#if VULKAN_USE_TIMER_QUERIES
#include "GPUTimerQueryVulkan.h"
#endif
#include "DescriptorSetVulkan.h"
@@ -243,6 +243,7 @@ void CmdBufferPoolVulkan::RefreshFenceStatus(const CmdBufferVulkan* skipCmdBuffe
CmdBufferManagerVulkan::CmdBufferManagerVulkan(GPUDeviceVulkan* device, GPUContextVulkan* context)
: _device(device)
, _context(context)
, _pool(device)
, _queue(context->GetQueue())
, _activeCmdBuffer(nullptr)
@@ -259,12 +260,28 @@ void CmdBufferManagerVulkan::SubmitActiveCmdBuffer(SemaphoreVulkan* signalSemaph
if (_activeCmdBuffer->IsInsideRenderPass())
_activeCmdBuffer->EndRenderPass();
#if VULKAN_USE_QUERIES
// Pause all active queries
for (int32 i = 0; i < _queriesInProgress.Count(); i++)
#if VULKAN_USE_TIMER_QUERIES && GPU_VULKAN_PAUSE_QUERIES
// Pause all active timer queries
auto queries = _activeTimerQueries.Get();
#if GPU_VULKAN_QUERY_NEW
for (int32 i = 0; i < _activeTimerQueries.Count(); i++)
{
_queriesInProgress.Get()[i]->Interrupt(_activeCmdBuffer);
GPUQueryVulkan query;
query.Raw = queries[i];
// End active query to get time from start until submission
auto pool = _device->QueryPools[query.PoolIndex];
vkCmdWriteTimestamp(_activeCmdBuffer->GetHandle(), VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, pool->GetHandle(), query.SecondQueryIndex);
pool->MarkQueryAsStarted(query.SecondQueryIndex);
// TODO: somehow handle ending this query properly by stopping split query instead
//_context->EndQuery(query.Raw);
// TODO: reimplement timer queries pause/resume to be more exact?
}
#else
for (int32 i = 0; i < _activeTimerQueries.Count(); i++)
queries->Interrupt(_activeCmdBuffer);
#endif
#endif
_activeCmdBuffer->End();
@@ -317,27 +334,37 @@ void CmdBufferManagerVulkan::PrepareForNewActiveCommandBuffer()
_activeCmdBuffer->Begin();
#if VULKAN_USE_QUERIES
// Resume any paused queries with the new command buffer
for (int32 i = 0; i < _queriesInProgress.Count(); i++)
#if VULKAN_USE_TIMER_QUERIES && GPU_VULKAN_PAUSE_QUERIES
// Resume any paused timer queries with the new command buffer
auto queries = _activeTimerQueries.Get();
#if GPU_VULKAN_QUERY_NEW
for (int32 i = 0; i < _activeTimerQueries.Count(); i++)
{
_queriesInProgress.Get()[i]->Resume(_activeCmdBuffer);
GPUQueryVulkan query;
query.Raw = queries[i];
//_activeTimerQueries.Get()[i]->Resume(_activeCmdBuffer);
}
#else
for (int32 i = 0; i < _activeTimerQueries.Count(); i++)
{
queries->Resume(_activeCmdBuffer);
}
#endif
#endif
}
void CmdBufferManagerVulkan::OnQueryBegin(GPUTimerQueryVulkan* query)
#if GPU_VULKAN_QUERY_NEW && GPU_VULKAN_PAUSE_QUERIES
void CmdBufferManagerVulkan::OnTimerQueryBegin(QueryType query)
{
#if VULKAN_USE_QUERIES
_queriesInProgress.Add(query);
#endif
_activeTimerQueries.Add(query);
}
void CmdBufferManagerVulkan::OnQueryEnd(GPUTimerQueryVulkan* query)
void CmdBufferManagerVulkan::OnTimerQueryEnd(QueryType query)
{
#if VULKAN_USE_QUERIES
_queriesInProgress.Remove(query);
#endif
_activeTimerQueries.Remove(query);
}
#endif
#endif

View File

@@ -168,10 +168,18 @@ class CmdBufferManagerVulkan
{
private:
GPUDeviceVulkan* _device;
GPUContextVulkan* _context;
CmdBufferPoolVulkan _pool;
QueueVulkan* _queue;
CmdBufferVulkan* _activeCmdBuffer;
Array<GPUTimerQueryVulkan*> _queriesInProgress;
#if VULKAN_USE_TIMER_QUERIES && GPU_VULKAN_PAUSE_QUERIES
#if GPU_VULKAN_QUERY_NEW
typedef uint64 QueryType;
#else
typedef GPUTimerQueryVulkan* QueryType;
#endif
Array<QueryType> _activeTimerQueries;
#endif
public:
CmdBufferManagerVulkan(GPUDeviceVulkan* device, GPUContextVulkan* context);
@@ -192,11 +200,6 @@ public:
return _activeCmdBuffer != nullptr;
}
FORCE_INLINE bool HasQueriesInProgress() const
{
return _queriesInProgress.Count() != 0;
}
FORCE_INLINE CmdBufferVulkan* GetCmdBuffer()
{
if (!_activeCmdBuffer)
@@ -207,14 +210,16 @@ public:
public:
void SubmitActiveCmdBuffer(SemaphoreVulkan* signalSemaphore = nullptr);
void WaitForCmdBuffer(CmdBufferVulkan* cmdBuffer, float timeInSecondsToWait = 1.0f);
void RefreshFenceStatus(CmdBufferVulkan* skipCmdBuffer = nullptr)
void RefreshFenceStatus(const CmdBufferVulkan* skipCmdBuffer = nullptr)
{
_pool.RefreshFenceStatus(skipCmdBuffer);
}
void PrepareForNewActiveCommandBuffer();
void OnQueryBegin(GPUTimerQueryVulkan* query);
void OnQueryEnd(GPUTimerQueryVulkan* query);
#if VULKAN_USE_TIMER_QUERIES && GPU_VULKAN_PAUSE_QUERIES
void OnTimerQueryBegin(QueryType query);
void OnTimerQueryEnd(QueryType query);
#endif
};
#endif

View File

@@ -45,8 +45,14 @@
#endif
#endif
#ifndef VULKAN_USE_QUERIES
#define VULKAN_USE_QUERIES 1
#ifndef VULKAN_USE_TIMER_QUERIES
#define VULKAN_USE_TIMER_QUERIES 1
#endif
// Toggles GPUTimerQueryVulkan to use BeginQuery/EndQuery via GPuContext rather than old custom implementation
#define GPU_VULKAN_QUERY_NEW 1
// Toggles pausing and resuming all GPU timer queries when command buffer is being flushed (for more exact timings)
#define GPU_VULKAN_PAUSE_QUERIES 0
#endif

View File

@@ -1300,6 +1300,72 @@ void GPUContextVulkan::DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, ui
RENDER_STAT_DRAW_CALL(0, 0);
}
uint64 GPUContextVulkan::BeginQuery(GPUQueryType type)
{
// Check if timer queries are supported
if (type == GPUQueryType::Timer && _device->PhysicalDeviceLimits.timestampComputeAndGraphics != VK_TRUE)
return 0;
// Allocate query
auto poolIndex = _device->GetOrCreateQueryPool(type);
auto pool = _device->QueryPools[poolIndex];
uint32 index = 0;
const auto cmdBuffer = _cmdBufferManager->GetCmdBuffer();
if (!pool->AcquireQuery(cmdBuffer, index))
return 0;
GPUQueryVulkan query;
query.PoolIndex = (uint16)poolIndex;
query.QueryIndex = (uint16)index;
query.SecondQueryIndex = 0;
query.Dummy = 1; // Ensure Raw is never 0, even for the first query
// Begin query
switch (type)
{
case GPUQueryType::Timer:
// Timer queries need 2 slots (begin + end)
pool->AcquireQuery(cmdBuffer, index);
query.SecondQueryIndex = (uint16)index;
vkCmdWriteTimestamp(cmdBuffer->GetHandle(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, pool->GetHandle(), query.QueryIndex);
#if GPU_VULKAN_PAUSE_QUERIES
_cmdBufferManager->OnTimerQueryBegin(query.Raw);
#endif
break;
case GPUQueryType::Occlusion:
vkCmdBeginQuery(cmdBuffer->GetHandle(), pool->GetHandle(), query.QueryIndex, 0);
break;
}
pool->MarkQueryAsStarted(query.QueryIndex);
return query.Raw;
}
void GPUContextVulkan::EndQuery(uint64 queryID)
{
if (!queryID)
return;
GPUQueryVulkan query;
query.Raw = queryID;
auto pool = _device->QueryPools[query.PoolIndex];
// End query
const auto cmdBuffer = _cmdBufferManager->GetCmdBuffer();
switch (pool->Type)
{
case GPUQueryType::Timer:
vkCmdWriteTimestamp(cmdBuffer->GetHandle(), VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, pool->GetHandle(), query.SecondQueryIndex);
pool->MarkQueryAsStarted(query.SecondQueryIndex);
#if GPU_VULKAN_PAUSE_QUERIES
_cmdBufferManager->OnTimerQueryEnd(query.Raw);
#endif
break;
case GPUQueryType::Occlusion:
vkCmdEndQuery(cmdBuffer->GetHandle(), pool->GetHandle(), query.QueryIndex);
break;
}
}
void GPUContextVulkan::SetViewport(const Viewport& viewport)
{
vkCmdSetViewport(_cmdBufferManager->GetCmdBuffer()->GetHandle(), 0, 1, (VkViewport*)&viewport);

View File

@@ -189,6 +189,8 @@ public:
void DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCount, int32 startInstance, int32 startVertex, int32 startIndex) override;
void DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
void DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
uint64 BeginQuery(GPUQueryType type) override;
void EndQuery(uint64 queryID) override;
void SetViewport(const Viewport& viewport) override;
void SetScissor(const Rectangle& scissorRect) override;
GPUPipelineState* GetState() const override;

View File

@@ -627,14 +627,14 @@ RenderPassVulkan::~RenderPassVulkan()
Device->DeferredDeletionQueue.EnqueueResource(DeferredDeletionQueueVulkan::Type::RenderPass, Handle);
}
QueryPoolVulkan::QueryPoolVulkan(GPUDeviceVulkan* device, int32 capacity, VkQueryType type)
QueryPoolVulkan::QueryPoolVulkan(GPUDeviceVulkan* device, int32 capacity, GPUQueryType type)
: _device(device)
, _handle(VK_NULL_HANDLE)
, _type(type)
, Type(type)
{
VkQueryPoolCreateInfo createInfo;
RenderToolsVulkan::ZeroStruct(createInfo, VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO);
createInfo.queryType = type;
createInfo.queryType = type == GPUQueryType::Occlusion ? VK_QUERY_TYPE_OCCLUSION : VK_QUERY_TYPE_TIMESTAMP;
createInfo.queryCount = capacity;
VALIDATE_VULKAN_RESULT(vkCreateQueryPool(device->Device, &createInfo, nullptr, &_handle));
@@ -667,7 +667,7 @@ void QueryPoolVulkan::Reset(CmdBufferVulkan* cmdBuffer)
#endif
BufferedQueryPoolVulkan::BufferedQueryPoolVulkan(GPUDeviceVulkan* device, int32 capacity, VkQueryType type)
BufferedQueryPoolVulkan::BufferedQueryPoolVulkan(GPUDeviceVulkan* device, int32 capacity, GPUQueryType type)
: QueryPoolVulkan(device, capacity, type)
, _lastBeginIndex(0)
{
@@ -720,6 +720,16 @@ void BufferedQueryPoolVulkan::ReleaseQuery(uint32 queryIndex)
_lastBeginIndex = (uint32)queryIndex;
}
}
if (_usedQueryBits[word] == 0)
{
// Check if pool got empty and reset the pointer back to start
for (int32 wordIndex = 0; wordIndex < _usedQueryBits.Count(); wordIndex++)
{
if (_usedQueryBits[wordIndex])
return;
}
_lastBeginIndex = 0;
}
}
void BufferedQueryPoolVulkan::MarkQueryAsStarted(uint32 queryIndex)
@@ -729,7 +739,7 @@ void BufferedQueryPoolVulkan::MarkQueryAsStarted(uint32 queryIndex)
_startedQueryBits[word] = _startedQueryBits[word] | bit;
}
bool BufferedQueryPoolVulkan::GetResults(GPUContextVulkan* context, uint32 index, uint64& result)
bool BufferedQueryPoolVulkan::GetResults(uint32 index, uint64& result)
{
const uint64 bit = (uint64)(index % 64);
const uint64 bitMask = (uint64)1 << bit;
@@ -1228,22 +1238,20 @@ GPUDeviceVulkan::~GPUDeviceVulkan()
GPUDeviceVulkan::Dispose();
}
BufferedQueryPoolVulkan* GPUDeviceVulkan::FindAvailableQueryPool(VkQueryType queryType)
int32 GPUDeviceVulkan::GetOrCreateQueryPool(GPUQueryType type)
{
auto& pools = queryType == VK_QUERY_TYPE_OCCLUSION ? OcclusionQueryPools : TimestampQueryPools;
// Try to use pool with available space inside
for (int32 i = 0; i < pools.Count(); i++)
auto pools = QueryPools.Get();
for (int32 i = 0; i < QueryPools.Count(); i++)
{
auto pool = pools.Get()[i];
if (pool->HasRoom())
return pool;
auto pool = pools[i];
if (pool->Type == type && pool->HasRoom())
return i;
}
// Create new pool
const auto pool = New<BufferedQueryPoolVulkan>(this, queryType == VK_QUERY_TYPE_OCCLUSION ? 4096 : 1024, queryType);
pools.Add(pool);
return pool;
PROFILE_CPU_NAMED("Create Create Pool");
auto pool = New<BufferedQueryPoolVulkan>(this, type == GPUQueryType::Occlusion ? 4096 : 1024, type);
QueryPools.Add(pool);
return QueryPools.Count() - 1;
}
RenderPassVulkan* GPUDeviceVulkan::GetOrCreateRenderPass(RenderTargetLayoutVulkan& layout)
@@ -1752,6 +1760,10 @@ bool GPUDeviceVulkan::Init()
limits.MaximumTexture3DSize = PhysicalDeviceLimits.maxImageDimension3D;
limits.MaximumTextureCubeSize = PhysicalDeviceLimits.maxImageDimensionCube;
limits.MaximumSamplerAnisotropy = PhysicalDeviceLimits.maxSamplerAnisotropy;
if (PhysicalDeviceLimits.timestampComputeAndGraphics != VK_TRUE)
{
LOG(Warning, "Timer Queries are unsupported by this device");
}
for (int32 i = 0; i < static_cast<int32>(PixelFormat::MAX); i++)
{
@@ -1982,6 +1994,16 @@ void GPUDeviceVulkan::DrawBegin()
// Base
GPUDevice::DrawBegin();
// Put back used queries to the pool
for (auto& query : QueriesToRelease)
{
auto pool = QueryPools[query.PoolIndex];
pool->ReleaseQuery(query.QueryIndex);
if (pool->Type == GPUQueryType::Timer)
pool->ReleaseQuery(query.SecondQueryIndex);
}
QueriesToRelease.Clear();
// Flush resources
DeferredDeletionQueue.ReleaseResources();
DescriptorPoolsManager->GC();
@@ -2022,8 +2044,7 @@ void GPUDeviceVulkan::Dispose()
_layouts.ClearDelete();
HelperResources.Dispose();
UploadBuffer.Dispose();
TimestampQueryPools.ClearDelete();
OcclusionQueryPools.ClearDelete();
QueryPools.ClearDelete();
SAFE_DELETE_GPU_RESOURCE(UniformBufferUploader);
Delete(DescriptorPoolsManager);
SAFE_DELETE(MainContext);
@@ -2084,6 +2105,61 @@ void GPUDeviceVulkan::WaitForGPU()
}
}
bool GPUDeviceVulkan::GetQueryResult(uint64 queryID, uint64& result, bool wait)
{
if (!queryID)
return false;
GPUQueryVulkan query;
query.Raw = queryID;
auto pool = QueryPools[query.PoolIndex];
RETRY:
bool hasData;
uint64 resultSecondary;
switch (pool->Type)
{
case GPUQueryType::Timer:
hasData = pool->GetResults(query.QueryIndex, result) && pool->GetResults(query.SecondQueryIndex, resultSecondary);
#if VULKAN_USE_TIMER_QUERIES && GPU_VULKAN_PAUSE_QUERIES
if (hasData)
{
// Check if dependant queries have completed (timer queries can be split when active command buffer get submitted)
// TODO: impl this
}
#endif
if (hasData)
{
if (resultSecondary >= result)
{
// Convert GPU timestamps to nanoseconds and then to microseconds
double nanoseconds = double(resultSecondary - result) * double(PhysicalDeviceLimits.timestampPeriod);
result = (uint64)(nanoseconds * 0.001);
}
else
result = 0;
}
break;
case GPUQueryType::Occlusion:
hasData = pool->GetResults(query.QueryIndex, result);
break;
}
if (!hasData && wait)
{
// Wait until data is ready
Platform::Yield();
goto RETRY;
}
if (hasData)
{
// Auto-release query on the next frame
QueriesToRelease.Add(query);
}
return hasData;
}
GPUTexture* GPUDeviceVulkan::CreateTexture(const StringView& name)
{
PROFILE_MEM(GraphicsTextures);

View File

@@ -28,6 +28,24 @@ class GPUDeviceVulkan;
class UniformBufferUploaderVulkan;
class DescriptorPoolsManagerVulkan;
/// <summary>
/// GPU query ID packed into 64-bits.
/// </summary>
struct GPUQueryVulkan
{
union
{
struct
{
uint16 PoolIndex;
uint16 QueryIndex;
uint16 SecondQueryIndex;
uint16 Dummy;
};
uint64 Raw;
};
};
class SemaphoreVulkan
{
private:
@@ -261,16 +279,17 @@ protected:
GPUDeviceVulkan* _device;
VkQueryPool _handle;
const VkQueryType _type;
#if VULKAN_RESET_QUERY_POOLS
Array<Range> _resetRanges;
#endif
public:
QueryPoolVulkan(GPUDeviceVulkan* device, int32 capacity, VkQueryType type);
QueryPoolVulkan(GPUDeviceVulkan* device, int32 capacity, GPUQueryType type);
~QueryPoolVulkan();
public:
const GPUQueryType Type;
inline VkQueryPool GetHandle() const
{
return _handle;
@@ -294,11 +313,11 @@ private:
int32 _lastBeginIndex;
public:
BufferedQueryPoolVulkan(GPUDeviceVulkan* device, int32 capacity, VkQueryType type);
BufferedQueryPoolVulkan(GPUDeviceVulkan* device, int32 capacity, GPUQueryType type);
bool AcquireQuery(CmdBufferVulkan* cmdBuffer, uint32& resultIndex);
void ReleaseQuery(uint32 queryIndex);
void MarkQueryAsStarted(uint32 queryIndex);
bool GetResults(GPUContextVulkan* context, uint32 index, uint64& result);
bool GetResults(uint32 index, uint64& result);
bool HasRoom() const;
};
@@ -498,14 +517,13 @@ public:
VkPhysicalDeviceFeatures PhysicalDeviceFeatures;
VkPhysicalDeviceVulkan12Features PhysicalDeviceFeatures12;
Array<BufferedQueryPoolVulkan*> TimestampQueryPools;
Array<BufferedQueryPoolVulkan*> OcclusionQueryPools;
Array<BufferedQueryPoolVulkan*> QueryPools;
Array<GPUQueryVulkan> QueriesToRelease;
#if VULKAN_RESET_QUERY_POOLS
Array<QueryPoolVulkan*> QueriesToReset;
#endif
BufferedQueryPoolVulkan* FindAvailableQueryPool(VkQueryType queryType);
int32 GetOrCreateQueryPool(GPUQueryType type);
RenderPassVulkan* GetOrCreateRenderPass(RenderTargetLayoutVulkan& layout);
FramebufferVulkan* GetOrCreateFramebuffer(FramebufferVulkan::Key& key, VkExtent2D& extent, uint32 layers);
PipelineLayoutVulkan* GetOrCreateLayout(DescriptorSetLayoutInfoVulkan& key);
@@ -553,6 +571,7 @@ public:
void DrawBegin() override;
void Dispose() override;
void WaitForGPU() override;
bool GetQueryResult(uint64 queryID, uint64& result, bool wait = false) override;
GPUTexture* CreateTexture(const StringView& name) override;
GPUShader* CreateShader(const StringView& name) override;
GPUPipelineState* CreatePipelineState() override;

View File

@@ -11,6 +11,78 @@ GPUTimerQueryVulkan::GPUTimerQueryVulkan(GPUDeviceVulkan* device)
{
}
#if !VULKAN_USE_TIMER_QUERIES
void GPUTimerQueryVulkan::OnReleaseGPU()
{
}
void GPUTimerQueryVulkan::Begin()
{
}
void GPUTimerQueryVulkan::End()
{
}
bool GPUTimerQueryVulkan::HasResult()
{
return true;
}
float GPUTimerQueryVulkan::GetResult()
{
return 0;
}
#elif GPU_VULKAN_QUERY_NEW
void GPUTimerQueryVulkan::OnReleaseGPU()
{
_hasResult = false;
_endCalled = false;
_timeDelta = 0.0f;
}
void GPUTimerQueryVulkan::Begin()
{
const auto context = _device->GetMainContext();
_query = context->BeginQuery(GPUQueryType::Timer);
_hasResult = false;
_endCalled = false;
}
void GPUTimerQueryVulkan::End()
{
if (_endCalled)
return;
const auto context = _device->GetMainContext();
context->EndQuery(_query);
_endCalled = true;
}
bool GPUTimerQueryVulkan::HasResult()
{
if (!_endCalled)
return false;
if (_hasResult)
return true;
uint64 result;
return _device->GetQueryResult(_query, result, false);
}
float GPUTimerQueryVulkan::GetResult()
{
if (_hasResult)
return _timeDelta;
uint64 result;
_timeDelta = _device->GetQueryResult(_query, result, true) ? (float)((double)result / 1000.0) : 0.0f;
_hasResult = true;
return _timeDelta;
}
#else
void GPUTimerQueryVulkan::Interrupt(CmdBufferVulkan* cmdBuffer)
{
if (!_interrupted)
@@ -38,8 +110,7 @@ bool GPUTimerQueryVulkan::GetResult(Query& query)
{
if (query.Pool)
{
const auto context = (GPUContextVulkan*)_device->GetMainContext();
if (query.Pool->GetResults(context, query.Index, query.Result))
if (query.Pool->GetResults(query.Index, query.Result))
{
// Release query
query.Pool->ReleaseQuery(query.Index);
@@ -58,7 +129,7 @@ bool GPUTimerQueryVulkan::GetResult(Query& query)
void GPUTimerQueryVulkan::WriteTimestamp(CmdBufferVulkan* cmdBuffer, Query& query, VkPipelineStageFlagBits stage) const
{
auto pool = _device->FindAvailableQueryPool(VK_QUERY_TYPE_TIMESTAMP);
auto pool = _device->QueryPools[_device->GetOrCreateQueryPool(GPUQueryType::Timer)];
uint32 index;
if (pool->AcquireQuery(cmdBuffer, index))
{
@@ -76,7 +147,6 @@ void GPUTimerQueryVulkan::WriteTimestamp(CmdBufferVulkan* cmdBuffer, Query& quer
bool GPUTimerQueryVulkan::TryGetResult()
{
#if VULKAN_USE_QUERIES
// Try get queries value (if not already)
for (int32 i = 0; i < _queries.Count(); i++)
{
@@ -115,20 +185,12 @@ bool GPUTimerQueryVulkan::TryGetResult()
e.End.Pool->ReleaseQuery(e.End.Index);
}
_queries.Clear();
#else
_timeDelta = 0.0f;
_hasResult = true;
#endif
return true;
}
bool GPUTimerQueryVulkan::UseQueries()
{
#if VULKAN_USE_QUERIES
return _device->PhysicalDeviceLimits.timestampComputeAndGraphics == VK_TRUE;
#else
return false;
#endif
}
void GPUTimerQueryVulkan::OnReleaseGPU()
@@ -150,7 +212,6 @@ void GPUTimerQueryVulkan::OnReleaseGPU()
void GPUTimerQueryVulkan::Begin()
{
#if VULKAN_USE_QUERIES
if (UseQueries())
{
const auto context = (GPUContextVulkan*)_device->GetMainContext();
@@ -162,12 +223,11 @@ void GPUTimerQueryVulkan::Begin()
_queryIndex = 0;
_interrupted = false;
WriteTimestamp(cmdBuffer, e.Begin, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
context->GetCmdBufferManager()->OnQueryBegin(this);
context->GetCmdBufferManager()->OnTimerQueryBegin(this);
ASSERT(_queries.IsEmpty());
_queries.Add(e);
}
#endif
_hasResult = false;
_endCalled = false;
@@ -178,7 +238,6 @@ void GPUTimerQueryVulkan::End()
if (_endCalled)
return;
#if VULKAN_USE_QUERIES
if (UseQueries())
{
const auto context = (GPUContextVulkan*)_device->GetMainContext();
@@ -188,9 +247,8 @@ void GPUTimerQueryVulkan::End()
{
WriteTimestamp(cmdBuffer, _queries[_queryIndex].End, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
}
context->GetCmdBufferManager()->OnQueryEnd(this);
context->GetCmdBufferManager()->OnTimerQueryEnd(this);
}
#endif
_endCalled = true;
}
@@ -213,3 +271,5 @@ float GPUTimerQueryVulkan::GetResult()
}
#endif
#endif

View File

@@ -13,6 +13,13 @@
class GPUTimerQueryVulkan : public GPUResourceVulkan<GPUTimerQuery>
{
private:
#if !VULKAN_USE_TIMER_QUERIES
#elif GPU_VULKAN_QUERY_NEW
bool _hasResult = false;
bool _endCalled = false;
float _timeDelta = 0.0f;
uint64 _query = 0;
#else
struct Query
{
BufferedQueryPoolVulkan* Pool;
@@ -32,6 +39,7 @@ private:
float _timeDelta = 0.0f;
int32 _queryIndex;
Array<QueryPair, InlinedAllocation<8>> _queries;
#endif
public:
/// <summary>
@@ -40,6 +48,7 @@ public:
/// <param name="device">The graphics device.</param>
GPUTimerQueryVulkan(GPUDeviceVulkan* device);
#if !GPU_VULKAN_QUERY_NEW
public:
/// <summary>
/// Interrupts an in-progress query, allowing the command buffer to submitted. Interrupted queries must be resumed using Resume().
@@ -58,6 +67,7 @@ private:
void WriteTimestamp(CmdBufferVulkan* cmdBuffer, Query& query, VkPipelineStageFlagBits stage) const;
bool TryGetResult();
bool UseQueries();
#endif
public:
// [GPUTimerQuery]

View File

@@ -9,7 +9,7 @@
#define VULKAN_BACK_BUFFERS_COUNT 3
// General/Validation Error:0 VK_ERROR_INITIALIZATION_FAILED: Could not create MTLCounterSampleBuffer for query pool of type VK_QUERY_TYPE_TIMESTAMP. Reverting to emulated behavior. (Error code 0): Cannot allocate sample buffer
#define VULKAN_USE_QUERIES 0
#define VULKAN_USE_TIMER_QUERIES 0
/// <summary>
/// The implementation for the Vulkan API support for Mac platform.

View File

@@ -9,7 +9,7 @@
#define VULKAN_BACK_BUFFERS_COUNT 3
// General/Validation Error:0 VK_ERROR_INITIALIZATION_FAILED: Could not create MTLCounterSampleBuffer for query pool of type VK_QUERY_TYPE_TIMESTAMP. Reverting to emulated behavior. (Error code 0): Cannot allocate sample buffer
#define VULKAN_USE_QUERIES 0
#define VULKAN_USE_TIMER_QUERIES 0
/// <summary>
/// The implementation for the Vulkan API support for iOS platform.