269 lines
6.1 KiB
C++
269 lines
6.1 KiB
C++
// Copyright 2012 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLContext.h"
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/PerfQuery.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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std::unique_ptr<PerfQueryBase> GetPerfQuery()
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{
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if (g_main_gl_context->IsGLES() && GLExtensions::Supports("GL_NV_occlusion_query_samples"))
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return std::make_unique<PerfQueryGLESNV>();
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if (g_main_gl_context->IsGLES())
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return std::make_unique<PerfQueryGL>(GL_ANY_SAMPLES_PASSED);
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return std::make_unique<PerfQueryGL>(GL_SAMPLES_PASSED);
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}
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PerfQuery::PerfQuery() : m_query_read_pos()
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{
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ResetQuery();
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}
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void PerfQuery::EnableQuery(PerfQueryGroup type)
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{
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m_query->EnableQuery(type);
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}
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void PerfQuery::DisableQuery(PerfQueryGroup type)
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{
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m_query->DisableQuery(type);
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}
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bool PerfQuery::IsFlushed() const
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{
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return 0 == m_query_count;
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}
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// TODO: could selectively flush things, but I don't think that will do much
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void PerfQuery::FlushResults()
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{
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m_query->FlushResults();
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}
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void PerfQuery::ResetQuery()
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{
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m_query_count = 0;
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std::fill_n(m_results, ArraySize(m_results), 0);
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}
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u32 PerfQuery::GetQueryResult(PerfQueryType type)
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{
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u32 result = 0;
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if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
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{
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result = m_results[PQG_ZCOMP_ZCOMPLOC];
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}
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else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
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{
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result = m_results[PQG_ZCOMP];
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}
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else if (type == PQ_BLEND_INPUT)
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{
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result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
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}
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else if (type == PQ_EFB_COPY_CLOCKS)
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{
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result = m_results[PQG_EFB_COPY_CLOCKS];
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}
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return result;
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}
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// Implementations
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PerfQueryGL::PerfQueryGL(GLenum query_type) : m_query_type(query_type)
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{
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for (ActiveQuery& query : m_query_buffer)
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glGenQueries(1, &query.query_id);
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}
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PerfQueryGL::~PerfQueryGL()
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{
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for (ActiveQuery& query : m_query_buffer)
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glDeleteQueries(1, &query.query_id);
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}
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void PerfQueryGL::EnableQuery(PerfQueryGroup type)
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{
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// Is this sane?
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if (m_query_count > m_query_buffer.size() / 2)
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WeakFlush();
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if (m_query_buffer.size() == m_query_count)
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{
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FlushOne();
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// ERROR_LOG(VIDEO, "Flushed query buffer early!");
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}
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// start query
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if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
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{
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auto& entry = m_query_buffer[(m_query_read_pos + m_query_count) % m_query_buffer.size()];
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glBeginQuery(m_query_type, entry.query_id);
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entry.query_type = type;
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++m_query_count;
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}
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}
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void PerfQueryGL::DisableQuery(PerfQueryGroup type)
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{
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// stop query
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if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
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{
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glEndQuery(m_query_type);
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}
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}
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void PerfQueryGL::WeakFlush()
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{
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while (!IsFlushed())
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{
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auto& entry = m_query_buffer[m_query_read_pos];
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GLuint result = GL_FALSE;
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glGetQueryObjectuiv(entry.query_id, GL_QUERY_RESULT_AVAILABLE, &result);
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if (GL_TRUE == result)
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{
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FlushOne();
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}
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else
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{
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break;
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}
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}
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}
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void PerfQueryGL::FlushOne()
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{
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auto& entry = m_query_buffer[m_query_read_pos];
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GLuint result = 0;
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glGetQueryObjectuiv(entry.query_id, GL_QUERY_RESULT, &result);
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// NOTE: Reported pixel metrics should be referenced to native resolution
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// TODO: Dropping the lower 2 bits from this count should be closer to actual
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// hardware behavior when drawing triangles.
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result = static_cast<u64>(result) * EFB_WIDTH * EFB_HEIGHT /
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(g_renderer->GetTargetWidth() * g_renderer->GetTargetHeight());
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// Adjust for multisampling
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if (g_ActiveConfig.iMultisamples > 1)
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result /= g_ActiveConfig.iMultisamples;
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m_results[entry.query_type] += result;
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m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size();
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--m_query_count;
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}
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// TODO: could selectively flush things, but I don't think that will do much
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void PerfQueryGL::FlushResults()
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{
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while (!IsFlushed())
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FlushOne();
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}
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PerfQueryGLESNV::PerfQueryGLESNV()
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{
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for (ActiveQuery& query : m_query_buffer)
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glGenOcclusionQueriesNV(1, &query.query_id);
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}
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PerfQueryGLESNV::~PerfQueryGLESNV()
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{
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for (ActiveQuery& query : m_query_buffer)
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glDeleteOcclusionQueriesNV(1, &query.query_id);
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}
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void PerfQueryGLESNV::EnableQuery(PerfQueryGroup type)
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{
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// Is this sane?
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if (m_query_count > m_query_buffer.size() / 2)
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WeakFlush();
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if (m_query_buffer.size() == m_query_count)
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{
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FlushOne();
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// ERROR_LOG(VIDEO, "Flushed query buffer early!");
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}
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// start query
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if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
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{
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auto& entry = m_query_buffer[(m_query_read_pos + m_query_count) % m_query_buffer.size()];
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glBeginOcclusionQueryNV(entry.query_id);
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entry.query_type = type;
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++m_query_count;
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}
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}
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void PerfQueryGLESNV::DisableQuery(PerfQueryGroup type)
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{
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// stop query
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if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
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{
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glEndOcclusionQueryNV();
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}
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}
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void PerfQueryGLESNV::WeakFlush()
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{
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while (!IsFlushed())
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{
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auto& entry = m_query_buffer[m_query_read_pos];
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GLuint result = GL_FALSE;
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glGetOcclusionQueryuivNV(entry.query_id, GL_PIXEL_COUNT_AVAILABLE_NV, &result);
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if (GL_TRUE == result)
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{
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FlushOne();
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}
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else
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{
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break;
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}
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}
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}
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void PerfQueryGLESNV::FlushOne()
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{
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auto& entry = m_query_buffer[m_query_read_pos];
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GLuint result = 0;
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glGetOcclusionQueryuivNV(entry.query_id, GL_OCCLUSION_TEST_RESULT_HP, &result);
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// NOTE: Reported pixel metrics should be referenced to native resolution
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// TODO: Dropping the lower 2 bits from this count should be closer to actual
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// hardware behavior when drawing triangles.
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m_results[entry.query_type] += static_cast<u64>(result) * EFB_WIDTH * EFB_HEIGHT /
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(g_renderer->GetTargetWidth() * g_renderer->GetTargetHeight());
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m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size();
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--m_query_count;
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}
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// TODO: could selectively flush things, but I don't think that will do much
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void PerfQueryGLESNV::FlushResults()
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{
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while (!IsFlushed())
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FlushOne();
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}
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} // namespace OGL
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