Merge pull request #7953 from stenzek/lazy-d3d12-perf-queries

D3D12: Fix case where perf queries weren't flushed
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Connor McLaughlin 2019-04-01 21:40:20 +10:00 committed by GitHub
commit 8e1fb126d7
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5 changed files with 45 additions and 14 deletions

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@ -57,6 +57,12 @@ void PerfQuery::EnableQuery(PerfQueryGroup type)
PartialFlush(do_resolve, blocking);
}
// Ensure all state is applied before beginning the query.
// This is because we can't leave a query open when submitting a command list, and the draw
// call itself may need to execute a command list if we run out of descriptors. Note that
// this assumes that the caller has bound all required state prior to enabling the query.
Renderer::GetInstance()->ApplyState();
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
ActiveQuery& entry = m_query_buffer[m_query_next_pos];
@ -152,9 +158,9 @@ void PerfQuery::ResolveQueries(u32 query_count)
m_unresolved_queries -= query_count;
}
void PerfQuery::ReadbackQueries()
void PerfQuery::ReadbackQueries(bool blocking)
{
const u64 completed_fence_counter = g_dx_context->GetCompletedFenceValue();
u64 completed_fence_counter = g_dx_context->GetCompletedFenceValue();
// Need to save these since ProcessResults will modify them.
const u32 outstanding_queries = m_query_count;
@ -163,13 +169,24 @@ void PerfQuery::ReadbackQueries()
{
u32 index = (m_query_readback_pos + readback_count) % PERF_QUERY_BUFFER_SIZE;
const ActiveQuery& entry = m_query_buffer[index];
if (!entry.resolved || entry.fence_value > completed_fence_counter)
if (!entry.resolved)
break;
if (entry.fence_value > completed_fence_counter)
{
// Query result isn't ready yet. Wait if blocking, otherwise we can't do any more yet.
if (!blocking)
break;
ASSERT(entry.fence_value != g_dx_context->GetCurrentFenceValue());
g_dx_context->WaitForFence(entry.fence_value);
completed_fence_counter = g_dx_context->GetCompletedFenceValue();
}
// If this wrapped around, we need to flush the entries before the end of the buffer.
if (index < m_query_readback_pos)
{
ReadbackQueries(readback_count);
AccumulateQueriesFromBuffer(readback_count);
DEBUG_ASSERT(m_query_readback_pos == 0);
readback_count = 0;
}
@ -178,10 +195,10 @@ void PerfQuery::ReadbackQueries()
}
if (readback_count > 0)
ReadbackQueries(readback_count);
AccumulateQueriesFromBuffer(readback_count);
}
void PerfQuery::ReadbackQueries(u32 query_count)
void PerfQuery::AccumulateQueriesFromBuffer(u32 query_count)
{
// Should be at maximum query_count queries pending.
ASSERT(query_count <= m_query_count &&
@ -226,10 +243,10 @@ void PerfQuery::ReadbackQueries(u32 query_count)
void PerfQuery::PartialFlush(bool resolve, bool blocking)
{
// Submit a command buffer in the background if the front query is not bound to one.
if ((resolve || blocking) && !m_query_buffer[m_query_resolve_pos].resolved)
Renderer::GetInstance()->ExecuteCommandList(blocking);
// Submit a command buffer if there are unresolved queries (to write them to the buffer).
if (resolve && m_unresolved_queries > 0)
Renderer::GetInstance()->ExecuteCommandList(false);
ReadbackQueries();
ReadbackQueries(blocking);
}
} // namespace DX12

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@ -38,8 +38,8 @@ private:
};
void ResolveQueries(u32 query_count);
void ReadbackQueries();
void ReadbackQueries(u32 query_count);
void ReadbackQueries(bool blocking);
void AccumulateQueriesFromBuffer(u32 query_count);
void PartialFlush(bool resolve, bool blocking);

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@ -89,6 +89,9 @@ public:
void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size);
void SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format);
// Binds all dirty state
bool ApplyState();
protected:
void OnConfigChanged(u32 bits) override;
@ -131,8 +134,6 @@ private:
void CheckForSwapChainChanges();
// Binds all dirty state
bool ApplyState();
void BindFramebuffer(DXFramebuffer* fb);
void SetRootSignatures();
void SetDescriptorHeaps();

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@ -45,6 +45,10 @@ void PerfQuery::EnableQuery(PerfQueryGroup type)
if (m_query_count > m_query_buffer.size() / 2)
PartialFlush(m_query_count == PERF_QUERY_BUFFER_SIZE);
// Ensure command buffer is ready to go before beginning the query, that way we don't submit
// a buffer with open queries.
StateTracker::GetInstance()->Bind();
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
ActiveQuery& entry = m_query_buffer[m_query_next_pos];

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@ -31,22 +31,31 @@ class PerfQueryBase
public:
PerfQueryBase() : m_query_count(0) {}
virtual ~PerfQueryBase() {}
// Checks if performance queries are enabled in the gameini configuration.
// NOTE: Called from CPU+GPU thread
static bool ShouldEmulate();
// Begin querying the specified value for the following host GPU commands
// The call to EnableQuery() should be placed immediately before the draw command, otherwise
// there is a risk of GPU resets if the query is left open and the buffer is submitted during
// resource binding (D3D12/Vulkan).
virtual void EnableQuery(PerfQueryGroup type) {}
// Stop querying the specified value for the following host GPU commands
virtual void DisableQuery(PerfQueryGroup type) {}
// Reset query counters to zero and drop any pending queries
virtual void ResetQuery() {}
// Return the measured value for the specified query type
// NOTE: Called from CPU thread
virtual u32 GetQueryResult(PerfQueryType type) { return 0; }
// Request the value of any pending queries - causes a pipeline flush and thus should be used
// carefully!
virtual void FlushResults() {}
// True if there are no further pending query results
// NOTE: Called from CPU thread
virtual bool IsFlushed() const { return true; }