Files
FlaxEngine/Source/Engine/Profiler/ProfilerGPU.h
2020-12-07 23:40:54 +01:00

264 lines
7.0 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/NonCopyable.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Scripting/ScriptingType.h"
#include "RenderStats.h"
class GPUTimerQuery;
#if COMPILE_WITH_PROFILER
// Profiler events buffers capacity (tweaked manually)
#define PROFILER_GPU_EVENTS_FRAMES 6
/// <summary>
/// Provides GPU performance measuring methods.
/// </summary>
API_CLASS(Static) class FLAXENGINE_API ProfilerGPU
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(ProfilerGPU);
public:
/// <summary>
/// Represents single CPU profiling event data.
/// </summary>
API_STRUCT() struct Event
{
DECLARE_SCRIPTING_TYPE_MINIMAL(Event);
/// <summary>
/// The name of the event.
/// </summary>
API_FIELD() const Char* Name;
/// <summary>
/// The timer query used to get the exact event time on a GPU. Assigned and managed by the internal profiler layer.
/// </summary>
API_FIELD() GPUTimerQuery* Timer;
/// <summary>
/// The rendering stats for this event. When event is active it holds the stats on event begin.
/// </summary>
API_FIELD() RenderStatsData Stats;
/// <summary>
/// The event execution time on a GPU (in milliseconds).
/// </summary>
API_FIELD() float Time;
/// <summary>
/// The event depth. Value 0 is used for the root events.
/// </summary>
API_FIELD() int32 Depth;
};
/// <summary>
/// Implements simple profiling events buffer that holds single frame data.
/// </summary>
class EventBuffer : public NonCopyable
{
private:
bool _isResolved;
Array<Event> _data;
public:
EventBuffer()
: _data(256)
{
_isResolved = true;
}
~EventBuffer()
{
}
public:
/// <summary>
/// The index of the frame buffer was used for recording events (for the last time).
/// </summary>
uint64 FrameIndex;
/// <summary>
/// Determines whether this buffer has ready data (resolved and not empty).
/// </summary>
/// <returns><c>true</c> if this buffer has data; otherwise, <c>false</c>.</returns>
FORCE_INLINE bool HasData() const
{
return _isResolved && _data.HasItems();
}
/// <summary>
/// Ends all used timer queries.
/// </summary>
void EndAll();
/// <summary>
/// Tries the resolve this frame. Skips if already resolved or has no collected events.
/// </summary>
void TryResolve();
/// <summary>
/// Gets the event at the specified index.
/// </summary>
/// <param name="index">The index.</param>
/// <returns>The event</returns>
Event* Get(const int32 index)
{
return &_data[index];
}
/// <summary>
/// Adds new event to the buffer.
/// </summary>
/// <param name="e">The initial event data.</param>
/// <returns>The event index.</returns>
int32 Add(const Event& e);
/// <summary>
/// Extracts the buffer data.
/// </summary>
/// <param name="data">The output data.</param>
void Extract(Array<Event>& data) const
{
// Don't use unresolved data
ASSERT(_isResolved);
data = _data;
}
/// <summary>
/// Clears this buffer.
/// </summary>
void Clear()
{
_data.Clear();
_isResolved = false;
FrameIndex = 0;
}
};
private:
static int32 _depth;
static Array<GPUTimerQuery*> _timerQueriesPool;
static Array<GPUTimerQuery*> _timerQueriesFree;
static GPUTimerQuery* GetTimerQuery();
FORCE_INLINE static void FreeTimerQuery(GPUTimerQuery* q)
{
_timerQueriesFree.Add(q);
}
public:
/// <summary>
/// True if GPU profiling is enabled, otherwise false to disable events collecting and GPU timer queries usage. Can be changed during rendering.
/// </summary>
static bool Enabled;
/// <summary>
/// The current frame buffer to collect events.
/// </summary>
static int32 CurrentBuffer;
/// <summary>
/// The events buffers (one per frame).
/// </summary>
static EventBuffer Buffers[PROFILER_GPU_EVENTS_FRAMES];
public:
/// <summary>
/// Begins the event. Call EndEvent with index parameter equal to the returned value by BeginEvent function.
/// </summary>
/// <param name="name">The event name.</param>
/// <returns>The event token index</returns>
static int32 BeginEvent(const Char* name);
/// <summary>
/// Ends the active event.
/// </summary>
/// <param name="index">The event token index returned by the BeginEvent method.</param>
static void EndEvent(int32 index);
/// <summary>
/// Begins the new frame rendering. Called by the engine to sync profiling data.
/// </summary>
static void BeginFrame();
/// <summary>
/// Called when just before flushing current frame GPU commands (via Present or Flush). Call active timer queries should be ended now.
/// </summary>
static void OnPresent();
/// <summary>
/// Ends the frame rendering. Called by the engine to sync profiling data.
/// </summary>
static void EndFrame();
/// <summary>
/// Tries to get the rendering stats from the last frame drawing (that has been resolved and has valid data).
/// </summary>
/// <param name="drawTimeMs">The draw execution time on a GPU (in milliseconds).</param>
/// <param name="statsData">The rendering stats data.</param>
/// <returns>True if got the data, otherwise false.</returns>
static bool GetLastFrameData(float& drawTimeMs, RenderStatsData& statsData);
/// <summary>
/// Releases resources. Calls to the profiling API after Dispose are not valid
/// </summary>
static void Dispose();
};
/// <summary>
/// Helper structure used to call BeginEvent/EndEvent within single code block.
/// </summary>
struct ScopeProfileBlockGPU
{
/// <summary>
/// The event token index.
/// </summary>
int32 Index;
/// <summary>
/// Initializes a new instance of the <see cref="ScopeProfileBlockGPU"/> struct.
/// </summary>
/// <param name="name">The event name.</param>
ScopeProfileBlockGPU(const Char* name)
{
Index = ProfilerGPU::BeginEvent(name);
}
/// <summary>
/// Finalizes an instance of the <see cref="ScopeProfileBlockGPU"/> class.
/// </summary>
~ScopeProfileBlockGPU()
{
ProfilerGPU::EndEvent(Index);
}
};
template<>
struct TIsPODType<ProfilerGPU::Event>
{
enum { Value = true };
};
// Shortcut macro for profiling rendering on GPU
#define PROFILE_GPU(name) \
ScopeProfileBlockGPU ProfileBlockGPU(TEXT(name))
#else
// Empty macros for disabled profiler
#define PROFILE_GPU(name)
#endif