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e149ad4f0a
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105 lines
2.1 KiB
C++
105 lines
2.1 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "Common/GL/GLExtensions/GLExtensions.h"
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#ifndef GL_TIME_ELAPSED
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#define GL_TIME_ELAPSED 0x88BF
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#endif
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namespace OGL
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{
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/*
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* This class can be used to measure the time it takes for the GPU to perform a draw call
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* or compute dispatch. To use:
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*
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* - Create an instance of GPUTimer before issuing the draw call.
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* (this can be before or after any binding that needs to be done)
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*
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* - (optionally) call Begin(). This is not needed for a single draw call.
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*
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* - Issue the draw call or compute dispatch as normal.
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*
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* - (optionally) call End(). This is not necessary for a single draw call.
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*
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* - Call GetTime{Seconds,Milliseconds,Nanoseconds} to determine how long the operation
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* took to execute on the GPU.
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*
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* NOTE: When the timer is read back, this will force a GL flush, so the more often a timer is used,
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* the larger of a performance impact it will have. Only one timer can be active at any time, due to
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* using GL_TIME_ELAPSED. This is not enforced by the class, however.
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*
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*/
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class GPUTimer final
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{
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public:
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GPUTimer()
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{
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glGenQueries(1, &m_query_id);
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Begin();
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}
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~GPUTimer()
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{
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End();
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glDeleteQueries(1, &m_query_id);
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}
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void Begin()
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{
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if (m_started)
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glEndQuery(GL_TIME_ELAPSED);
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glBeginQuery(GL_TIME_ELAPSED, m_query_id);
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m_started = true;
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}
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void End()
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{
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if (!m_started)
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return;
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glEndQuery(GL_TIME_ELAPSED);
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m_started = false;
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}
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double GetTimeSeconds()
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{
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GetResult();
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return static_cast<double>(m_result) / 1000000000.0;
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}
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double GetTimeMilliseconds()
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{
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GetResult();
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return static_cast<double>(m_result) / 1000000.0;
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}
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u32 GetTimeNanoseconds()
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{
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GetResult();
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return m_result;
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}
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private:
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void GetResult()
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{
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if (m_has_result)
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return;
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if (m_started)
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End();
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glGetQueryObjectuiv(m_query_id, GL_QUERY_RESULT, &m_result);
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m_has_result = true;
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}
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GLuint m_query_id;
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GLuint m_result = 0;
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bool m_started = false;
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bool m_has_result = false;
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};
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} // namespace OGL
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