Add new GPU Query API that is lightweight and supports occlusion queries
This commit is contained in:
@@ -566,6 +566,81 @@ void GPUContextDX11::DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint
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RENDER_STAT_DRAW_CALL(0, 0);
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}
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uint64 GPUContextDX11::BeginQuery(GPUQueryType type)
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{
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// Allocate a pooled query
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uint16 queryIndex;
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static_assert(ARRAY_COUNT(_device->_readyQueries) == (int32)GPUQueryType::MAX, "Invalid query types count");
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if (_device->_readyQueries[(int32)type].HasItems())
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{
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// Use query from cached list
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queryIndex = _device->_readyQueries[(int32)type].Pop();
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}
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else
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{
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// Add a new query
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queryIndex = _device->_queries.Count();
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auto& query = _device->_queries.AddOne();
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query.Type = type;
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D3D11_QUERY_DESC queryDesc;
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queryDesc.Query = D3D11_QUERY_TIMESTAMP;
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queryDesc.MiscFlags = 0;
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HRESULT hr = _device->GetDevice()->CreateQuery(&queryDesc, &query.Query);
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LOG_DIRECTX_RESULT_WITH_RETURN(hr, 0);
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if (type == GPUQueryType::Timer)
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{
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// Timer queries need additional one for begin and end disjoint
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hr = _device->GetDevice()->CreateQuery(&queryDesc, &query.TimerBeginQuery);
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LOG_DIRECTX_RESULT_WITH_RETURN(hr, 0);
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queryDesc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
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hr = _device->GetDevice()->CreateQuery(&queryDesc, &query.DisjointQuery);
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LOG_DIRECTX_RESULT_WITH_RETURN(hr, 0);
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}
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}
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static_assert(sizeof(GPUQueryDX11) == sizeof(uint64), "Invalid query size.");
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GPUQueryDX11 q = {};
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q.Type = (uint16)type;
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q.Index = queryIndex;
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q.Padding = 1; // Ensure Raw is never 0, even for the first query
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// Begin query
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{
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auto& query = _device->_queries[queryIndex];
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ASSERT_LOW_LAYER(query.State == GPUQueryDataDX11::Ready);
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ASSERT_LOW_LAYER(query.Type == type);
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query.State = GPUQueryDataDX11::Active;
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auto context = _device->GetIM();
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if (type == GPUQueryType::Timer)
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{
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context->Begin(query.DisjointQuery);
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context->End(query.TimerBeginQuery);
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}
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else
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{
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context->Begin(query.Query);
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}
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}
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return q.Raw;
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}
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void GPUContextDX11::EndQuery(uint64 queryID)
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{
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if (!queryID)
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return;
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// End query
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GPUQueryDX11 q;
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q.Raw = queryID;
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auto& query = _device->_queries[q.Index];
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auto context = _device->GetIM();
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context->End(query.Query);
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if (q.Type == (uint16)GPUQueryType::Timer)
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{
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context->End(query.DisjointQuery);
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}
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}
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void GPUContextDX11::SetViewport(const Viewport& viewport)
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{
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_context->RSSetViewports(1, (D3D11_VIEWPORT*)&viewport);
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@@ -154,6 +154,8 @@ public:
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void DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCount, int32 startInstance, int32 startVertex, int32 startIndex) override;
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void DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
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void DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
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uint64 BeginQuery(GPUQueryType type) override;
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void EndQuery(uint64 queryID) override;
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void SetViewport(const Viewport& viewport) override;
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void SetScissor(const Rectangle& scissorRect) override;
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GPUPipelineState* GetState() const override;
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@@ -175,6 +175,15 @@ GPUVertexLayoutDX11::GPUVertexLayoutDX11(GPUDeviceDX11* device, const Elements&
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}
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}
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void GPUQueryDataDX11::Release()
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{
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SAFE_RELEASE(Query);
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SAFE_RELEASE(TimerBeginQuery);
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SAFE_RELEASE(DisjointQuery);
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Result = 0;
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State = Ready;
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}
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GPUDevice* GPUDeviceDX11::Create()
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{
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// Configuration
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@@ -801,6 +810,11 @@ void GPUDeviceDX11::Dispose()
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{
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SAFE_RELEASE(RasterizerStates[i]);
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}
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for (auto& query : _queries)
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query.Release();
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_queries.Clear();
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for (auto& e : _readyQueries)
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e.Clear();
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// Clear DirectX stuff
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SAFE_DELETE(_mainContext);
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@@ -877,6 +891,88 @@ void GPUDeviceDX11::DrawEnd()
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infoQueue->ClearStoredMessages();
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}
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#endif
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// Auto-return finished queries back to the pool
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auto* queries = _queries.Get();
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int32 queriesCount = _queries.Count();
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for (int32 i = 0; i < queriesCount; i++)
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{
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auto& query = queries[i];
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if (query.State == GPUQueryDataDX11::Finished)
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{
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query.State = GPUQueryDataDX11::Ready;
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query.Result = 0;
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_readyQueries[(int32)query.Type].Push(i);
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}
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}
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}
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bool GPUDeviceDX11::GetQueryResult(uint64 queryID, uint64& result, bool wait)
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{
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if (!queryID)
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return false;
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GPUQueryDX11 q;
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q.Raw = queryID;
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auto& query = _queries[q.Index];
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if (query.State == GPUQueryDataDX11::Finished)
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{
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// Use resolved result
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result = query.Result;
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return true;
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}
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auto context = GetIM();
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RETRY:
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bool hasData;
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if (q.Type == (uint16)GPUQueryType::Timer)
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{
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D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjointData;
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hasData = context->GetData(query.DisjointQuery, &disjointData, sizeof(disjointData), 0) == S_OK;
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if (hasData)
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{
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UINT64 timeBegin = 0, timeEnd = 0;
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context->GetData(query.TimerBeginQuery, &timeBegin, sizeof(timeBegin), 0);
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context->GetData(query.Query, &timeEnd, sizeof(timeEnd), 0);
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if (disjointData.Disjoint == FALSE)
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{
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result = timeEnd > timeBegin ? (timeEnd - timeBegin) * 1000000ull / disjointData.Frequency : 0;
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}
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else
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{
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result = 0;
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#if !BUILD_RELEASE
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static bool LogOnce = true;
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if (LogOnce)
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{
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LogOnce = false;
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LOG(Warning, "Unreliable GPU timer query detected.");
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}
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#endif
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}
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}
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}
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else
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{
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hasData = context->GetData(query.Query, &result, sizeof(uint64), 0) == S_OK;
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}
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if (!hasData && wait)
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{
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// Wait until data is ready
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Platform::Yield();
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goto RETRY;
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}
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if (hasData)
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{
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// Query has valid data now (until auto-recycle back to pool)
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query.State = GPUQueryDataDX11::Finished;
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query.Result = result;
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}
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return hasData;
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}
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GPUTexture* GPUDeviceDX11::CreateTexture(const StringView& name)
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@@ -15,6 +15,38 @@ enum class StencilOperation : byte;
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class GPUContextDX11;
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class GPUSwapChainDX11;
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/// <summary>
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/// GPU query ID packed into 64-bits.
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/// </summary>
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struct GPUQueryDX11
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{
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union
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{
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struct
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{
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uint16 Type;
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uint16 Index;
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uint32 Padding;
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};
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uint64 Raw;
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};
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};
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/// <summary>
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/// GPU query data (reusable via pooling).
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/// </summary>
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struct GPUQueryDataDX11
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{
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ID3D11Query* Query = nullptr;
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ID3D11Query* TimerBeginQuery = nullptr;
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ID3D11Query* DisjointQuery = nullptr;
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uint64 Result = 0;
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enum States { Ready, Active, Finished } State = Ready;
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GPUQueryType Type = GPUQueryType::MAX;
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void Release();
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};
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/// <summary>
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/// Implementation of Graphics Device for DirectX 11 backend.
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/// </summary>
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@@ -60,6 +92,8 @@ private:
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GPUContextDX11* _mainContext = nullptr;
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bool _allowTearing = false;
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GPUBuffer* _dummyVB = nullptr;
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Array<GPUQueryDataDX11> _queries;
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Array<uint16> _readyQueries[2]; // Timer and Occlusion
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// Static Samplers
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ID3D11SamplerState* _samplerLinearClamp = nullptr;
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@@ -124,6 +158,7 @@ public:
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void Dispose() override;
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void WaitForGPU() override;
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void DrawEnd() override;
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bool GetQueryResult(uint64 queryID, uint64& result, bool wait = false) override;
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GPUTexture* CreateTexture(const StringView& name) override;
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GPUShader* CreateShader(const StringView& name) override;
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GPUPipelineState* CreatePipelineState() override;
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@@ -1275,6 +1275,31 @@ void GPUContextDX12::DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint
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RENDER_STAT_DRAW_CALL(0, 0);
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}
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uint64 GPUContextDX12::BeginQuery(GPUQueryType type)
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{
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auto query = _device->AllocQuery(type);
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if (query.Raw)
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{
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auto heap = _device->QueryHeaps[query.Heap];
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if (type == GPUQueryType::Timer) // Timer queries call End twice on different queries to calculate duration between GPU time clocks
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_commandList->EndQuery(heap->QueryHeap, heap->QueryType, query.SecondaryElement);
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else
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_commandList->BeginQuery(heap->QueryHeap, heap->QueryType, query.Element);
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}
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return query.Raw;
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}
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void GPUContextDX12::EndQuery(uint64 queryID)
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{
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if (queryID)
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{
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GPUQueryDX12 query;
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query.Raw = queryID;
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auto heap = _device->QueryHeaps[query.Heap];
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_commandList->EndQuery(heap->QueryHeap, heap->QueryType, query.Element);
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}
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}
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void GPUContextDX12::SetViewport(const Viewport& viewport)
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{
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_commandList->RSSetViewports(1, (D3D12_VIEWPORT*)&viewport);
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@@ -197,6 +197,8 @@ public:
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void DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCount, int32 startInstance, int32 startVertex, int32 startIndex) override;
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void DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
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void DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
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uint64 BeginQuery(GPUQueryType type) override;
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void EndQuery(uint64 queryID) override;
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void SetViewport(const Viewport& viewport) override;
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void SetScissor(const Rectangle& scissorRect) override;
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GPUPipelineState* GetState() const override;
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@@ -555,7 +555,6 @@ GPUDeviceDX12::GPUDeviceDX12(IDXGIFactory4* dxgiFactory, GPUAdapterDX* adapter)
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, _commandQueue(nullptr)
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, _mainContext(nullptr)
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, UploadBuffer(this)
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, TimestampQueryHeap(this, D3D12_QUERY_HEAP_TYPE_TIMESTAMP, DX12_BACK_BUFFER_COUNT * 1024)
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, Heap_CBV_SRV_UAV(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 4 * 1024, false)
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, Heap_RTV(this, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1 * 1024, false)
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, Heap_DSV(this, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 64, false)
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@@ -883,9 +882,6 @@ bool GPUDeviceDX12::Init()
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VALIDATE_DIRECTX_CALL(_device->CreateRootSignature(0, signatureBlob->GetBufferPointer(), signatureBlob->GetBufferSize(), IID_PPV_ARGS(&_rootSignature)));
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}
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if (TimestampQueryHeap.Init())
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return true;
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// Cached command signatures
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{
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DrawIndirectCommandSignature = New<CommandSignatureDX12>(this, 1);
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@@ -927,8 +923,9 @@ void GPUDeviceDX12::RenderEnd()
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// Base
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GPUDeviceDX::RenderEnd();
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// Resolve the timestamp queries
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TimestampQueryHeap.EndQueryBatchAndResolveQueryData(_mainContext);
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// Resolve the queries
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for (auto heap : QueryHeaps)
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heap->EndQueryBatchAndResolveQueryData(_mainContext);
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}
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GPUDeviceDX12::~GPUDeviceDX12()
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@@ -957,11 +954,47 @@ ID3D12CommandQueue* GPUDeviceDX12::GetCommandQueueDX12() const
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return _commandQueue->GetCommandQueue();
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}
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GPUQueryDX12 GPUDeviceDX12::AllocQuery(GPUQueryType type)
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{
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// Get query heap with free space
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int32 heapIndex = 0;
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int32 count = GPUQueryDX12::GetQueriesCount(type);
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for (; heapIndex < QueryHeaps.Count(); heapIndex++)
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{
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auto heap = QueryHeaps[heapIndex];
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if (heap->Type == type && heap->CanAlloc(count))
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break;
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}
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if (heapIndex == QueryHeaps.Count())
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{
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// Allocate a new query heap
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auto heap = New<QueryHeapDX12>();
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int32 size = type == GPUQueryType::Occlusion ? 4096 : 1024;
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if (heap->Init(this, type, size))
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{
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Delete(heap);
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return {};
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}
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QueryHeaps.Add(heap);
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}
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// Alloc query from the heap
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GPUQueryDX12 query = {};
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{
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static_assert(sizeof(GPUQueryDX12) == sizeof(uint64), "Invalid DX12 query size.");
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query.Type = (uint16)type;
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query.Heap = heapIndex;
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auto heap = QueryHeaps[heapIndex];
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heap->Alloc(query.Element);
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if (count == 2)
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heap->Alloc(query.SecondaryElement);
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}
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return query;
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}
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void GPUDeviceDX12::Dispose()
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{
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GPUDeviceLock lock(this);
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// Check if has been disposed already
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if (_state == DeviceState::Disposed)
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return;
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@@ -982,7 +1015,12 @@ void GPUDeviceDX12::Dispose()
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for (auto& srv : _nullSrv)
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srv.Release();
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_nullUav.Release();
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TimestampQueryHeap.Destroy();
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for (auto* heap : QueryHeaps)
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{
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heap->Destroy();
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Delete(heap);
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}
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QueryHeaps.Clear();
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DX_SAFE_RELEASE_CHECK(_rootSignature, 0);
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Heap_CBV_SRV_UAV.ReleaseGPU();
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Heap_RTV.ReleaseGPU();
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@@ -1012,6 +1050,28 @@ void GPUDeviceDX12::WaitForGPU()
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_commandQueue->WaitForGPU();
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}
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bool GPUDeviceDX12::GetQueryResult(uint64 queryID, uint64& result, bool wait)
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{
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GPUQueryDX12 query;
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query.Raw = queryID;
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auto heap = QueryHeaps[query.Heap];
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int32 count = GPUQueryDX12::GetQueriesCount((GPUQueryType)query.Type);
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if (!wait && (!heap->IsReady(query.Element) || (count != 2 || !heap->IsReady(query.SecondaryElement))))
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return false;
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if (query.Type == (uint16)GPUQueryType::Timer)
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{
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uint64 timestampFrequency = 1;
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const uint64 timeBegin = *(uint64*)heap->Resolve(query.SecondaryElement);
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const uint64 timeEnd = *(uint64*)heap->Resolve(query.Element, ×tampFrequency);
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result = timeEnd > timeBegin ? (timeEnd - timeBegin) * 1000000ull / timestampFrequency : 0;
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}
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else
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{
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result = *(uint64*)heap->Resolve(query.Element);
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}
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return true;
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}
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GPUTexture* GPUDeviceDX12::CreateTexture(const StringView& name)
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{
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PROFILE_MEM(GraphicsTextures);
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@@ -65,21 +65,13 @@ public:
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~GPUDeviceDX12();
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public:
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/// <summary>
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/// Data uploading utility via pages.
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/// </summary>
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UploadBufferDX12 UploadBuffer;
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/// <summary>
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/// The timestamp queries heap.
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/// </summary>
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QueryHeapDX12 TimestampQueryHeap;
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bool AllowTearing = false;
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CommandSignatureDX12* DispatchIndirectCommandSignature = nullptr;
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CommandSignatureDX12* DrawIndexedIndirectCommandSignature = nullptr;
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CommandSignatureDX12* DrawIndirectCommandSignature = nullptr;
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GPUBuffer* DummyVB = nullptr;
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Array<QueryHeapDX12*, InlinedAllocation<8>> QueryHeaps;
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D3D12_CPU_DESCRIPTOR_HANDLE NullSRV(D3D12_SRV_DIMENSION dimension) const;
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D3D12_CPU_DESCRIPTOR_HANDLE NullUAV() const;
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@@ -136,6 +128,8 @@ public:
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return _mainContext;
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}
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GPUQueryDX12 AllocQuery(GPUQueryType type);
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public:
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DescriptorHeapPoolDX12 Heap_CBV_SRV_UAV;
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@@ -185,6 +179,7 @@ public:
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void RenderEnd() override;
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void Dispose() final override;
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void WaitForGPU() override;
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bool GetQueryResult(uint64 queryID, uint64& result, bool wait = false) override;
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GPUTexture* CreateTexture(const StringView& name) override;
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GPUShader* CreateShader(const StringView& name) override;
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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;
|
||||
}
|
||||
|
||||
@@ -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:
|
||||
|
||||
|
||||
@@ -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())
|
||||
|
||||
@@ -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>
|
||||
|
||||
Reference in New Issue
Block a user