// Copyright (c) Wojciech Figat. All rights reserved. #if COMPILE_WITH_PROFILER #include "ProfilerGPU.h" #include "ProfilerMemory.h" #include "Engine/Core/Log.h" #include "Engine/Engine/Engine.h" #include "Engine/Graphics/GPUDevice.h" #include "Engine/Graphics/GPUContext.h" RenderStatsData RenderStatsData::Counter; int32 ProfilerGPU::_depth = 0; bool ProfilerGPU::Enabled = false; bool ProfilerGPU::EventsEnabled = false; int32 ProfilerGPU::CurrentBuffer = 0; ProfilerGPU::EventBuffer ProfilerGPU::Buffers[PROFILER_GPU_EVENTS_FRAMES]; bool ProfilerGPU::EventBuffer::HasData() const { return _isResolved && _data.HasItems(); } void ProfilerGPU::EventBuffer::EndAllQueries() { auto context = GPUDevice::Instance->GetMainContext(); auto queries = _data.Get(); for (int32 i = 0; i < _data.Count(); i++) { auto& e = queries[i]; if (e.QueryActive) { e.QueryActive = false; context->EndQuery(e.Query); } } } void ProfilerGPU::EventBuffer::TryResolve() { if (_isResolved || _data.IsEmpty()) return; // Collect queries results PROFILE_MEM(Profiler); auto device = GPUDevice::Instance; auto queries = _data.Get(); for (int32 i = 0; i < _data.Count(); i++) { auto& e = queries[i]; ASSERT_LOW_LAYER(!e.QueryActive); uint64 time; if (device->GetQueryResult(e.Query, time, false)) { e.Time = (float)time * 0.001f; // Convert to milliseconds } else return; // Skip if one of the queries is not yet ready (frame still in-flight) } _isResolved = true; } int32 ProfilerGPU::EventBuffer::Add(const Event& e) { PROFILE_MEM(Profiler); const int32 index = _data.Count(); _data.Add(e); return index; } void ProfilerGPU::EventBuffer::Extract(Array& data) const { // Don't use unresolved data ASSERT(_isResolved); data = _data; } void ProfilerGPU::EventBuffer::Clear() { _data.Clear(); _isResolved = false; FrameIndex = 0; PresentTime = 0.0f; } int32 ProfilerGPU::BeginEvent(const Char* name) { auto context = GPUDevice::Instance->GetMainContext(); #if GPU_ALLOW_PROFILE_EVENTS if (EventsEnabled) context->EventBegin(name); #endif if (!Enabled) return -1; Event e; e.Name = name; e.Stats = RenderStatsData::Counter; e.Query = context->BeginQuery(GPUQueryType::Timer); e.Depth = _depth++; e.QueryActive = true; auto& buffer = Buffers[CurrentBuffer]; const auto index = buffer.Add(e); return index; } void ProfilerGPU::EndEvent(int32 index) { auto context = GPUDevice::Instance->GetMainContext(); #if GPU_ALLOW_PROFILE_EVENTS if (EventsEnabled) context->EventEnd(); #endif if (index == -1) return; _depth--; auto& buffer = Buffers[CurrentBuffer]; auto e = buffer.Get(index); e->QueryActive = false; e->Stats.Mix(RenderStatsData::Counter); context->EndQuery(e->Query); } void ProfilerGPU::BeginFrame() { // Clear stats RenderStatsData::Counter = RenderStatsData(); _depth = 0; auto& buffer = Buffers[CurrentBuffer]; buffer.FrameIndex = Engine::FrameCount; buffer.PresentTime = 0.0f; // Try to resolve previous frames for (int32 i = 0; i < PROFILER_GPU_EVENTS_FRAMES; i++) { Buffers[i].TryResolve(); } } void ProfilerGPU::OnPresent() { // End all current frame queries to prevent invalid event duration values auto& buffer = Buffers[CurrentBuffer]; buffer.EndAllQueries(); } void ProfilerGPU::OnPresentTime(float time) { auto& buffer = Buffers[CurrentBuffer]; buffer.PresentTime += time; } void ProfilerGPU::EndFrame() { if (_depth) { LOG(Warning, "GPU Profiler events start/end mismatch"); } // Move frame CurrentBuffer = (CurrentBuffer + 1) % PROFILER_GPU_EVENTS_FRAMES; // Prepare current frame buffer auto& buffer = Buffers[CurrentBuffer]; buffer.Clear(); } bool ProfilerGPU::GetLastFrameData(float& drawTimeMs, float& presentTimeMs, RenderStatsData& statsData) { uint64 maxFrame = 0; int32 maxFrameIndex = -1; auto& frames = Buffers; for (uint32 i = 0; i < ARRAY_COUNT(frames); i++) { if (frames[i].HasData() && frames[i].FrameIndex > maxFrame) { maxFrame = frames[i].FrameIndex; maxFrameIndex = i; } } if (maxFrameIndex != -1) { auto& frame = frames[maxFrameIndex]; const auto root = frame.Get(0); drawTimeMs = root->Time; presentTimeMs = frame.PresentTime; statsData = root->Stats; return true; } // No data drawTimeMs = 0.0f; presentTimeMs = 0.0f; Platform::MemoryClear(&statsData, sizeof(statsData)); return false; } void ProfilerGPU::Dispose() { } #endif