// Copyright 2012 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/D3D/D3DPerfQuery.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/VideoCommon.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() = default; void PerfQuery::EnableQuery(PerfQueryGroup group) { u32 query_count = m_query_count.load(std::memory_order_relaxed); // Is this sane? if (query_count > m_query_buffer.size() / 2) { WeakFlush(); query_count = m_query_count.load(std::memory_order_relaxed); } if (m_query_buffer.size() == query_count) { // TODO FlushOne(); query_count = m_query_count.load(std::memory_order_relaxed); ERROR_LOG_FMT(VIDEO, "Flushed query buffer early!"); } // start query if (group == PQG_ZCOMP_ZCOMPLOC || group == PQG_ZCOMP) { auto& entry = m_query_buffer[(m_query_read_pos + query_count) % m_query_buffer.size()]; D3D::context->Begin(entry.query.Get()); entry.query_group = group; m_query_count.fetch_add(1, std::memory_order_relaxed); } } void PerfQuery::DisableQuery(PerfQueryGroup group) { // stop query if (group == PQG_ZCOMP_ZCOMPLOC || group == PQG_ZCOMP) { auto& entry = m_query_buffer[(m_query_read_pos + m_query_count.load(std::memory_order_relaxed) + m_query_buffer.size() - 1) % m_query_buffer.size()]; D3D::context->End(entry.query.Get()); } } void PerfQuery::ResetQuery() { m_query_count.store(0, std::memory_order_relaxed); for (size_t i = 0; i < m_results.size(); ++i) m_results[i].store(0, std::memory_order_relaxed); } 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].load(std::memory_order_relaxed); } else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT) { result = m_results[PQG_ZCOMP].load(std::memory_order_relaxed); } else if (type == PQ_BLEND_INPUT) { result = m_results[PQG_ZCOMP].load(std::memory_order_relaxed) + m_results[PQG_ZCOMP_ZCOMPLOC].load(std::memory_order_relaxed); } else if (type == PQ_EFB_COPY_CLOCKS) { result = m_results[PQG_EFB_COPY_CLOCKS].load(std::memory_order_relaxed); } return result; } 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.Get(), &result, sizeof(result), 0); } // NOTE: Reported pixel metrics should be referenced to native resolution // TODO: Dropping the lower 2 bits from this count should be closer to actual // hardware behavior when drawing triangles. const u64 native_res_result = result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight(); m_results[entry.query_group].fetch_add(static_cast(native_res_result), std::memory_order_relaxed); m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size(); m_query_count.fetch_sub(1, std::memory_order_relaxed); } // 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.Get(), &result, sizeof(result), D3D11_ASYNC_GETDATA_DONOTFLUSH); if (hr == S_OK) { // NOTE: Reported pixel metrics should be referenced to native resolution const u64 native_res_result = result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight(); m_results[entry.query_group].store(static_cast(native_res_result), std::memory_order_relaxed); m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size(); m_query_count.fetch_sub(1, std::memory_order_relaxed); } else { break; } } } bool PerfQuery::IsFlushed() const { return m_query_count.load(std::memory_order_relaxed) == 0; } } // namespace DX11