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FlaxEngine/Source/Engine/GraphicsDevice/DirectX/DX12/QueryHeapDX12.h
2023-01-10 15:29:37 +01:00

190 lines
5.2 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#if GRAPHICS_API_DIRECTX12
class TimerQueryDX12;
class GPUDeviceDX12;
class GPUContextDX12;
class GPUBuffer;
#include "CommandQueueDX12.h"
/// <summary>
/// GPU queries heap for DirectX 12 backend.
/// </summary>
class QueryHeapDX12
{
public:
/// <summary>
/// The query element handle.
/// </summary>
typedef int32 ElementHandle;
private:
struct QueryBatch
{
/// <summary>
/// The synchronization point when query has been submitted to be executed.
/// </summary>
SyncPointDX12 Sync;
/// <summary>
/// The first element in the batch (inclusive).
/// </summary>
int32 Start = 0;
/// <summary>
/// The amount of elements added to this batch.
/// </summary>
int32 Count = 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
{
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;
QueryBatch _currentBatch;
Array<QueryBatch> _batches;
Array<byte> _resultData;
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>
/// <returns>True if failed, otherwise false.</returns>
bool Init();
/// <summary>
/// Destroys this instance.
/// </summary>
void Destroy();
public:
/// <summary>
/// Gets the query heap capacity.
/// </summary>
/// <returns>The queries count.</returns>
FORCE_INLINE int32 GetQueryHeapCount() const
{
return _queryHeapCount;
}
/// <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
{
return _resultSize;
}
/// <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>
/// 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);
/// <summary>
/// Determines whether the specified query handle is ready to read data (command list has been executed by the GPU).
/// </summary>
/// <param name="handle">The handle.</param>
/// <returns><c>true</c> if the specified query handle is ready; otherwise, <c>false</c>.</returns>
bool IsReady(ElementHandle& handle);
/// <summary>
/// Resolves the query (or skips if already resolved).
/// </summary>
/// <param name="handle">The result handle.</param>
/// <returns>The pointer to the resolved query data.</returns>
void* ResolveQuery(ElementHandle& handle);
private:
/// <summary>
/// Starts tracking a new batch of begin/end query calls that will be resolved together
/// </summary>
void StartQueryBatch();
};
#endif