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-rw-r--r--Source/Core/VideoBackends/D3D/PerfQuery.cpp145
1 files changed, 145 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/PerfQuery.cpp b/Source/Core/VideoBackends/D3D/PerfQuery.cpp
new file mode 100644
index 0000000000..62bc197be7
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D/PerfQuery.cpp
@@ -0,0 +1,145 @@
+// Copyright 2012 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D/D3DBase.h"
+#include "VideoBackends/D3D/PerfQuery.h"
+#include "VideoCommon/RenderBase.h"
+
+namespace DX11 {
+
+PerfQuery::PerfQuery()
+ : m_query_read_pos()
+{
+ for (ActiveQuery& entry : m_query_buffer)
+ {
+ D3D11_QUERY_DESC qdesc = CD3D11_QUERY_DESC(D3D11_QUERY_OCCLUSION, 0);
+ D3D::device->CreateQuery(&qdesc, &entry.query);
+ }
+
+ ResetQuery();
+}
+
+PerfQuery::~PerfQuery()
+{
+ for (ActiveQuery& entry : m_query_buffer)
+ {
+ // TODO: EndQuery?
+ entry.query->Release();
+ }
+}
+
+void PerfQuery::EnableQuery(PerfQueryGroup type)
+{
+ // Is this sane?
+ if (m_query_count > m_query_buffer.size() / 2)
+ WeakFlush();
+
+ if (m_query_buffer.size() == m_query_count)
+ {
+ // TODO
+ FlushOne();
+ ERROR_LOG(VIDEO, "Flushed query buffer early!");
+ }
+
+ // start query
+ if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
+ {
+ auto& entry = m_query_buffer[(m_query_read_pos + m_query_count) % m_query_buffer.size()];
+
+ D3D::context->Begin(entry.query);
+ entry.query_type = type;
+
+ ++m_query_count;
+ }
+}
+
+void PerfQuery::DisableQuery(PerfQueryGroup type)
+{
+ // stop query
+ if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
+ {
+ auto& entry = m_query_buffer[(m_query_read_pos + m_query_count + m_query_buffer.size()-1) % m_query_buffer.size()];
+ D3D::context->End(entry.query);
+ }
+}
+
+void PerfQuery::ResetQuery()
+{
+ m_query_count = 0;
+ std::fill_n(m_results, ArraySize(m_results), 0);
+}
+
+u32 PerfQuery::GetQueryResult(PerfQueryType type)
+{
+ u32 result = 0;
+
+ if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
+ result = m_results[PQG_ZCOMP_ZCOMPLOC];
+ else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
+ result = m_results[PQG_ZCOMP];
+ else if (type == PQ_BLEND_INPUT)
+ result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
+ else if (type == PQ_EFB_COPY_CLOCKS)
+ result = m_results[PQG_EFB_COPY_CLOCKS];
+
+ return result / 4;
+}
+
+void PerfQuery::FlushOne()
+{
+ auto& entry = m_query_buffer[m_query_read_pos];
+
+ UINT64 result = 0;
+ HRESULT hr = S_FALSE;
+ while (hr != S_OK)
+ {
+ // TODO: Might cause us to be stuck in an infinite loop!
+ hr = D3D::context->GetData(entry.query, &result, sizeof(result), 0);
+ }
+
+ // NOTE: Reported pixel metrics should be referenced to native resolution
+ m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight());
+
+ m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size();
+ --m_query_count;
+}
+
+// TODO: could selectively flush things, but I don't think that will do much
+void PerfQuery::FlushResults()
+{
+ while (!IsFlushed())
+ FlushOne();
+}
+
+void PerfQuery::WeakFlush()
+{
+ while (!IsFlushed())
+ {
+ auto& entry = m_query_buffer[m_query_read_pos];
+
+ UINT64 result = 0;
+ HRESULT hr = D3D::context->GetData(entry.query, &result, sizeof(result), D3D11_ASYNC_GETDATA_DONOTFLUSH);
+
+ if (hr == S_OK)
+ {
+ // NOTE: Reported pixel metrics should be referenced to native resolution
+ m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight());
+
+ m_query_read_pos = (m_query_read_pos + 1) % m_query_buffer.size();
+ --m_query_count;
+ }
+ else
+ {
+ break;
+ }
+ }
+}
+
+bool PerfQuery::IsFlushed() const
+{
+ return 0 == m_query_count;
+}
+
+
+} // namespace