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https://github.com/libretro/dolphin
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2b9389202e
This header doesn't actually make use of MathUtil.h within itself, so this can be removed. Many other source files used VideoCommon.h as an indirect include to include MathUtil.h, so these includes can also be adjusted. While we're at it, we can also migrate valid inclusions of VideoCommon.h into cpp files where it can feasibly be done to minimize propagating it via other headers.
147 lines
3.8 KiB
C++
147 lines
3.8 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 "VideoBackends/D3D/PerfQuery.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoCommon.h"
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namespace DX11
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{
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PerfQuery::PerfQuery() : m_query_read_pos()
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{
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for (ActiveQuery& entry : m_query_buffer)
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{
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D3D11_QUERY_DESC qdesc = CD3D11_QUERY_DESC(D3D11_QUERY_OCCLUSION, 0);
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D3D::device->CreateQuery(&qdesc, &entry.query);
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}
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ResetQuery();
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}
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PerfQuery::~PerfQuery() = default;
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void PerfQuery::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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// TODO
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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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D3D::context->Begin(entry.query.Get());
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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 PerfQuery::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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auto& entry = m_query_buffer[(m_query_read_pos + m_query_count + m_query_buffer.size() - 1) %
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m_query_buffer.size()];
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D3D::context->End(entry.query.Get());
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}
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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(std::begin(m_results), std::end(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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result = m_results[PQG_ZCOMP_ZCOMPLOC];
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else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
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result = m_results[PQG_ZCOMP];
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else if (type == PQ_BLEND_INPUT)
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result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
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else if (type == PQ_EFB_COPY_CLOCKS)
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result = m_results[PQG_EFB_COPY_CLOCKS];
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return result;
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}
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void PerfQuery::FlushOne()
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{
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auto& entry = m_query_buffer[m_query_read_pos];
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UINT64 result = 0;
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HRESULT hr = S_FALSE;
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while (hr != S_OK)
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{
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// TODO: Might cause us to be stuck in an infinite loop!
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hr = D3D::context->GetData(entry.query.Get(), &result, sizeof(result), 0);
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}
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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] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() *
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EFB_HEIGHT / 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 PerfQuery::FlushResults()
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{
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while (!IsFlushed())
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FlushOne();
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}
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void PerfQuery::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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UINT64 result = 0;
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HRESULT hr = D3D::context->GetData(entry.query.Get(), &result, sizeof(result),
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D3D11_ASYNC_GETDATA_DONOTFLUSH);
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if (hr == S_OK)
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{
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// NOTE: Reported pixel metrics should be referenced to native resolution
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m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() *
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EFB_HEIGHT / 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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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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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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} // namespace DX11
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