#include "RenderBase.h" #include "D3DBase.h" #include "PerfQuery.h" namespace DX9 { PerfQuery::PerfQuery() : m_query_read_pos() , m_query_count() { } PerfQuery::~PerfQuery() { } void PerfQuery::CreateDeviceObjects() { for (int i = 0; i != ARRAYSIZE(m_query_buffer); ++i) { D3D::dev->CreateQuery(D3DQUERYTYPE_OCCLUSION, &m_query_buffer[i].query); } ResetQuery(); } void PerfQuery::DestroyDeviceObjects() { for (int i = 0; i != ARRAYSIZE(m_query_buffer); ++i) { m_query_buffer[i].query->Release(); } } void PerfQuery::EnableQuery(PerfQueryGroup type) { // Is this sane? if (m_query_count > ARRAYSIZE(m_query_buffer) / 2) WeakFlush(); if (ARRAYSIZE(m_query_buffer) == m_query_count) { // TODO FlushOne(); ERROR_LOG(VIDEO, "Flushed query buffer early!"); } // start query if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP) { auto& entry = m_query_buffer[(m_query_read_pos + m_query_count) % ARRAYSIZE(m_query_buffer)]; entry.query->Issue(D3DISSUE_BEGIN); entry.query_type = type; ++m_query_count; } } void PerfQuery::DisableQuery(PerfQueryGroup type) { // stop query if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP) { auto& entry = m_query_buffer[(m_query_read_pos + m_query_count + ARRAYSIZE(m_query_buffer)-1) % ARRAYSIZE(m_query_buffer)]; entry.query->Issue(D3DISSUE_END); } } void PerfQuery::ResetQuery() { m_query_count = 0; std::fill_n(m_results, ARRAYSIZE(m_results), 0); } u32 PerfQuery::GetQueryResult(PerfQueryType type) { u32 result = 0; if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC) { result = m_results[PQG_ZCOMP_ZCOMPLOC]; } else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT) { result = m_results[PQG_ZCOMP]; } else if (type == PQ_BLEND_INPUT) { result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC]; } else if (type == PQ_EFB_COPY_CLOCKS) { result = m_results[PQG_EFB_COPY_CLOCKS]; } return result / 4; } void PerfQuery::FlushOne() { auto& entry = m_query_buffer[m_query_read_pos]; DWORD result = 0; HRESULT hr = S_FALSE; while (hr != S_OK && hr != D3DERR_DEVICELOST) { // TODO: Might cause us to be stuck in an infinite loop! hr = entry.query->GetData(&result, sizeof(result), D3DGETDATA_FLUSH); } // NOTE: Reported pixel metrics should be referenced to native resolution m_results[entry.query_type] += (u32)((u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight()); m_query_read_pos = (m_query_read_pos + 1) % ARRAYSIZE(m_query_buffer); --m_query_count; } // TODO: could selectively flush things, but I don't think that will do much void PerfQuery::FlushResults() { while (!IsFlushed()) FlushOne(); } void PerfQuery::WeakFlush() { while (!IsFlushed()) { auto& entry = m_query_buffer[m_query_read_pos]; DWORD result = 0; HRESULT hr = entry.query->GetData(&result, sizeof(result), 0); if (hr == S_OK) { // NOTE: Reported pixel metrics should be referenced to native resolution m_results[entry.query_type] += (u32)((u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight()); m_query_read_pos = (m_query_read_pos + 1) % ARRAYSIZE(m_query_buffer); --m_query_count; } else { break; } } } bool PerfQuery::IsFlushed() const { return 0 == m_query_count; } } // namespace