#include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/PerfQuery.h" #include "VideoCommon/RenderBase.h" namespace DX11 { PerfQuery::PerfQuery() : m_query_read_pos() { for (ActiveQuery& entry : m_query_buffer) { D3D11_QUERY_DESC qdesc = CD3D11_QUERY_DESC(D3D11_QUERY_OCCLUSION, 0); D3D::device->CreateQuery(&qdesc, &entry.query); } ResetQuery(); } PerfQuery::~PerfQuery() { for (ActiveQuery& entry : m_query_buffer) { // TODO: EndQuery? entry.query->Release(); } } void PerfQuery::EnableQuery(PerfQueryGroup type) { // Is this sane? if (m_query_count > m_query_buffer.size() / 2) WeakFlush(); if (m_query_buffer.size() == 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) % m_query_buffer.size()]; D3D::context->Begin(entry.query); 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 + m_query_buffer.size()-1) % m_query_buffer.size()]; D3D::context->End(entry.query); } } 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]; UINT64 result = 0; HRESULT hr = S_FALSE; while (hr != S_OK) { // TODO: Might cause us to be stuck in an infinite loop! hr = D3D::context->GetData(entry.query, &result, sizeof(result), 0); } // NOTE: Reported pixel metrics should be referenced to native resolution m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight()); m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size(); --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]; UINT64 result = 0; HRESULT hr = D3D::context->GetData(entry.query, &result, sizeof(result), D3D11_ASYNC_GETDATA_DONOTFLUSH); if (hr == S_OK) { // NOTE: Reported pixel metrics should be referenced to native resolution m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight()); m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size(); --m_query_count; } else { break; } } } bool PerfQuery::IsFlushed() const { return 0 == m_query_count; } } // namespace