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/* Copyright (C) 2022 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "precompiled.h"
#include "Profiler2GPU.h"
#include "lib/ogl.h"
#include "ps/ConfigDB.h"
#include "ps/Profiler2.h"
#include "ps/VideoMode.h"
#include <deque>
#include <stack>
#include <vector>
#if !CONFIG2_GLES
/*
* GL_ARB_timer_query supports sync and async queries for absolute GPU
* timestamps, which lets us time regions of code relative to the CPU.
* At the start of a frame, we record the CPU time and sync GPU timestamp,
* giving the time-vs-timestamp offset.
* At each enter/leave-region event, we do an async GPU timestamp query.
* When all the queries for a frame have their results available,
* we convert their GPU timestamps into CPU times and record the data.
*/
class CProfiler2GPUARB
{
NONCOPYABLE(CProfiler2GPUARB);
struct SEvent
{
const char* id;
GLuint query;
bool isEnter; // true if entering region; false if leaving
};
struct SFrame
{
u32 num;
double syncTimeStart; // CPU time at start of maybe this frame or a recent one
GLint64 syncTimestampStart; // GL timestamp corresponding to timeStart
std::vector<SEvent> events;
};
std::deque<SFrame> m_Frames;
public:
static bool IsSupported()
{
if (g_VideoMode.GetBackend() != CVideoMode::Backend::GL)
return false;
return ogl_HaveExtension("GL_ARB_timer_query");
}
CProfiler2GPUARB(CProfiler2& profiler)
: m_Profiler(profiler), m_Storage(*new CProfiler2::ThreadStorage(profiler, "gpu_arb"))
{
// TODO: maybe we should check QUERY_COUNTER_BITS to ensure it's
// high enough (but apparently it might trigger GL errors on ATI)
m_Storage.RecordSyncMarker(m_Profiler.GetTime());
m_Storage.Record(CProfiler2::ITEM_EVENT, m_Profiler.GetTime(), "thread start");
m_Profiler.AddThreadStorage(&m_Storage);
}
~CProfiler2GPUARB()
{
// Pop frames to return queries to the free list
while (!m_Frames.empty())
PopFrontFrame();
if (!m_FreeQueries.empty())
glDeleteQueriesARB(m_FreeQueries.size(), &m_FreeQueries[0]);
ogl_WarnIfError();
m_Profiler.RemoveThreadStorage(&m_Storage);
}
void FrameStart()
{
ProcessFrames();
SFrame frame;
frame.num = m_Profiler.GetFrameNumber();
// On (at least) some NVIDIA Windows drivers, when GPU-bound, or when
// vsync enabled and not CPU-bound, the first glGet* call at the start
// of a frame appears to trigger a wait (to stop the GPU getting too
// far behind, or to wait for the vsync period).
// That will be this GL_TIMESTAMP get, which potentially distorts the
// reported results. So we'll only do it fairly rarely, and for most
// frames we'll just assume the clocks don't drift much
const double RESYNC_PERIOD = 1.0; // seconds
double now = m_Profiler.GetTime();
if (m_Frames.empty() || now > m_Frames.back().syncTimeStart + RESYNC_PERIOD)
{
PROFILE2("profile timestamp resync");
glGetInteger64v(GL_TIMESTAMP, &frame.syncTimestampStart);
ogl_WarnIfError();
frame.syncTimeStart = m_Profiler.GetTime();
// (Have to do GetTime again after GL_TIMESTAMP, because GL_TIMESTAMP
// might wait a while before returning its now-current timestamp)
}
else
{
// Reuse the previous frame's sync data
frame.syncTimeStart = m_Frames[m_Frames.size()-1].syncTimeStart;
frame.syncTimestampStart = m_Frames[m_Frames.size()-1].syncTimestampStart;
}
m_Frames.push_back(frame);
RegionEnter("frame");
}
void FrameEnd()
{
RegionLeave("frame");
}
void RecordRegion(const char* id, bool isEnter)
{
ENSURE(!m_Frames.empty());
SFrame& frame = m_Frames.back();
SEvent event;
event.id = id;
event.query = NewQuery();
event.isEnter = isEnter;
glQueryCounter(event.query, GL_TIMESTAMP);
ogl_WarnIfError();
frame.events.push_back(event);
}
void RegionEnter(const char* id)
{
RecordRegion(id, true);
}
void RegionLeave(const char* id)
{
RecordRegion(id, false);
}
private:
void ProcessFrames()
{
while (!m_Frames.empty())
{
SFrame& frame = m_Frames.front();
// Queries become available in order so we only need to check the last one
GLint available = 0;
glGetQueryObjectivARB(frame.events.back().query, GL_QUERY_RESULT_AVAILABLE, &available);
ogl_WarnIfError();
if (!available)
break;
// The frame's queries are now available, so retrieve and record all their results:
for (size_t i = 0; i < frame.events.size(); ++i)
{
GLuint64 queryTimestamp = 0;
glGetQueryObjectui64v(frame.events[i].query, GL_QUERY_RESULT, &queryTimestamp);
// (use the non-suffixed function here, as defined by GL_ARB_timer_query)
ogl_WarnIfError();
// Convert to absolute CPU-clock time
double t = frame.syncTimeStart + (double)(queryTimestamp - frame.syncTimestampStart) / 1e9;
// Record a frame-start for syncing
if (i == 0)
m_Storage.RecordFrameStart(t);
if (frame.events[i].isEnter)
m_Storage.Record(CProfiler2::ITEM_ENTER, t, frame.events[i].id);
else
m_Storage.RecordLeave(t);
// Associate the frame number with the "frame" region
if (i == 0)
m_Storage.RecordAttributePrintf("%u", frame.num);
}
PopFrontFrame();
}
}
void PopFrontFrame()
{
ENSURE(!m_Frames.empty());
SFrame& frame = m_Frames.front();
for (size_t i = 0; i < frame.events.size(); ++i)
m_FreeQueries.push_back(frame.events[i].query);
m_Frames.pop_front();
}
// Returns a new GL query object (or a recycled old one)
GLuint NewQuery()
{
if (m_FreeQueries.empty())
{
// Generate a batch of new queries
m_FreeQueries.resize(8);
glGenQueriesARB(m_FreeQueries.size(), &m_FreeQueries[0]);
ogl_WarnIfError();
}
GLuint query = m_FreeQueries.back();
m_FreeQueries.pop_back();
return query;
}
CProfiler2& m_Profiler;
CProfiler2::ThreadStorage& m_Storage;
std::vector<GLuint> m_FreeQueries; // query objects that are allocated but not currently in used
};
CProfiler2GPU::CProfiler2GPU(CProfiler2& profiler) :
m_Profiler(profiler)
{
bool enabledARB = false;
CFG_GET_VAL("profiler2.gpu.arb.enable", enabledARB);
if (enabledARB && CProfiler2GPUARB::IsSupported())
{
m_ProfilerARB = std::make_unique<CProfiler2GPUARB>(m_Profiler);
}
}
CProfiler2GPU::~CProfiler2GPU() = default;
void CProfiler2GPU::FrameStart()
{
if (m_ProfilerARB)
m_ProfilerARB->FrameStart();
}
void CProfiler2GPU::FrameEnd()
{
if (m_ProfilerARB)
m_ProfilerARB->FrameEnd();
}
void CProfiler2GPU::RegionEnter(const char* id)
{
if (m_ProfilerARB)
m_ProfilerARB->RegionEnter(id);
}
void CProfiler2GPU::RegionLeave(const char* id)
{
if (m_ProfilerARB)
m_ProfilerARB->RegionLeave(id);
}
#else // CONFIG2_GLES
class CProfiler2GPUARB
{
public:
};
CProfiler2GPU::CProfiler2GPU(CProfiler2& UNUSED(profiler))
{
}
CProfiler2GPU::~CProfiler2GPU() = default;
void CProfiler2GPU::FrameStart() { }
void CProfiler2GPU::FrameEnd() { }
void CProfiler2GPU::RegionEnter(const char* UNUSED(id)) { }
void CProfiler2GPU::RegionLeave(const char* UNUSED(id)) { }
#endif
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