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/* Copyright (C) 2025 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/debug.h"
#include "lib/types.h"
#include "ps/ConfigDB.h"
#include "ps/Profiler2.h"
#include "ps/VideoMode.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include <cstddef>
#include <cstdint>
#include <deque>
#include <string>
#include <utility>
#include <vector>
/**
* 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 durations and record the data.
*/
class CProfiler2GPUImpl
{
NONCOPYABLE(CProfiler2GPUImpl);
struct SEvent
{
const char* id;
uint32_t queryHandle;
bool isEnter; // true if entering region; false if leaving
};
struct SFrame
{
u32 num;
double syncTimeStart; // CPU time at start of this frame.
std::vector<SEvent> events;
};
std::deque<SFrame> m_Frames;
public:
CProfiler2GPUImpl(CProfiler2& profiler)
: m_Profiler(profiler), m_Storage(*new CProfiler2::ThreadStorage(profiler, "gpu"))
{
m_Storage.RecordSyncMarker(m_Profiler.GetTime());
m_Storage.Record(CProfiler2::ITEM_EVENT, m_Profiler.GetTime(), "thread start");
m_Profiler.AddThreadStorage(&m_Storage);
}
~CProfiler2GPUImpl()
{
while (!m_Frames.empty())
PopFrontFrame();
for (const uint32_t queryHandle : m_FreeQueries)
g_VideoMode.GetBackendDevice()->FreeQuery(queryHandle);
m_FreeQueries.clear();
m_Profiler.RemoveThreadStorage(&m_Storage);
}
void FrameStart(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
ProcessFrames();
SFrame frame;
frame.num = m_Profiler.GetFrameNumber();
// GL backend:
// 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
// Timestamps might shift and overflow for all backends. So for
// simplicity we don't synchronize the frame start on CPU and GPU. As
// we only need durations. We just roughly assume that the first
// timestamp on GPU matches the CPU frame start. For real timestamps
// it's better to use GPU Trace instruments.
frame.syncTimeStart = m_Profiler.GetTime();
m_Frames.push_back(frame);
RegionEnter(deviceCommandContext, "frame");
}
void FrameEnd(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
RegionLeave(deviceCommandContext, "frame");
}
void RecordRegion(Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const char* id, bool isEnter)
{
ENSURE(!m_Frames.empty());
SFrame& frame = m_Frames.back();
SEvent event;
event.id = id;
event.queryHandle = NewQuery();
event.isEnter = isEnter;
deviceCommandContext->InsertTimestampQuery(event.queryHandle, isEnter);
frame.events.push_back(event);
}
void RegionEnter(Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const char* id)
{
RecordRegion(deviceCommandContext, id, true);
}
void RegionLeave(Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const char* id)
{
RecordRegion(deviceCommandContext, id, false);
}
private:
void ProcessFrames()
{
Renderer::Backend::IDevice* device{g_VideoMode.GetBackendDevice()};
while (!m_Frames.empty())
{
SFrame& frame = m_Frames.front();
// We assume queries become available in order so we only need to
// check the last one.
if (!device->IsQueryResultAvailable(frame.events.back().queryHandle))
break;
// We use the first event GPU timestamp as a frame start.
const uint64_t firstFrameTimestamp{!frame.events.empty()
? device->GetQueryResult(frame.events[0].queryHandle) : 0u};
const double timestampMultiplier{
device->GetCapabilities().timestampMultiplier};
std::vector<std::pair<int, uint64_t>> stack;
// The frame's queries are now available, so retrieve and record all their results:
for (size_t i = 0; i < frame.events.size(); ++i)
{
const uint64_t queryTimestamp{
i == 0 ? firstFrameTimestamp : device->GetQueryResult(frame.events[i].queryHandle)};
ENSURE(queryTimestamp >= firstFrameTimestamp);
// Convert to absolute CPU-clock time
const double t{
frame.syncTimeStart + static_cast<double>(queryTimestamp - firstFrameTimestamp) * timestampMultiplier};
// 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].queryHandle);
m_Frames.pop_front();
}
// Returns a new backend query handle (or a recycled old one).
uint32_t NewQuery()
{
if (m_FreeQueries.empty())
return g_VideoMode.GetBackendDevice()->AllocateQuery();
const uint32_t queryHandle{m_FreeQueries.back()};
m_FreeQueries.pop_back();
return queryHandle;
}
CProfiler2& m_Profiler;
CProfiler2::ThreadStorage& m_Storage;
std::vector<uint32_t> m_FreeQueries; // query objects that are allocated but not currently in used
};
CProfiler2GPU::CProfiler2GPU(CProfiler2& profiler) :
m_Profiler(profiler)
{
if (g_ConfigDB.Get("profiler2.gpu.enable", false) && g_VideoMode.GetBackendDevice()->GetCapabilities().timestamps)
{
m_Impl = std::make_unique<CProfiler2GPUImpl>(m_Profiler);
}
}
CProfiler2GPU::~CProfiler2GPU() = default;
void CProfiler2GPU::FrameStart(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (m_Impl)
m_Impl->FrameStart(deviceCommandContext);
}
void CProfiler2GPU::FrameEnd(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (m_Impl)
m_Impl->FrameEnd(deviceCommandContext);
}
void CProfiler2GPU::RegionEnter(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const char* id)
{
if (m_Impl)
m_Impl->RegionEnter(deviceCommandContext, id);
}
void CProfiler2GPU::RegionLeave(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const char* id)
{
if (m_Impl)
m_Impl->RegionLeave(deviceCommandContext, id);
}
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