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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsModule.h"
- #include "BsRenderStats.h"
- namespace BansheeEngine
- {
- /**
- * @brief Contains various profiler statistics about a single GPU profiling sample
- */
- struct GPUProfileSample
- {
- String name; /**< Name of the sample for easier identification. */
- float timeMs; /**< Time in milliseconds it took to execute the sampled block. */
- UINT32 numDrawCalls; /**< Number of draw calls that happened. */
- UINT32 numRenderTargetChanges; /**< How many times was render target changed. */
- UINT32 numPresents; /**< How many times did a buffer swap happen on a double buffered render target. */
- UINT32 numClears; /**< How many times was render target cleared. */
- UINT32 numVertices; /**< Total number of vertices sent to the GPU. */
- UINT32 numPrimitives; /**< Total number of primitives sent to the GPU. */
- UINT32 numDrawnSamples; /**< Number of samples drawn by the GPU. */
- UINT32 numBlendStateChanges; /**< How many times did the blend state change. */
- UINT32 numRasterizerStateChanges; /**< How many times did the rasterizer state change. */
- UINT32 numDepthStencilStateChanges; /**< How many times did the depth stencil state change. */
- UINT32 numTextureBinds; /**< How many times was a texture bound. */
- UINT32 numSamplerBinds; /**< How many times was a sampler bound. */
- UINT32 numVertexBufferBinds; /**< How many times was a vertex buffer bound. */
- UINT32 numIndexBufferBinds; /**< How many times was an index buffer bound. */
- UINT32 numGpuParamBufferBinds; /**< How many times was an GPU parameter buffer bound. */
- UINT32 numGpuProgramBinds; /**< How many times was a GPU program bound. */
- UINT32 numResourceWrites; /**< How many times were GPU resources written to. */
- UINT32 numResourceReads; /**< How many times were GPU resources read from. */
- UINT32 numObjectsCreated; /**< How many GPU objects were created. */
- UINT32 numObjectsDestroyed; /**< How many GPU objects were destroyed. */
- };
- /**
- * @brief Profiler report containing information about GPU sampling data
- * from a single frame.
- */
- struct GPUProfilerReport
- {
- GPUProfileSample frameSample; /**< Sample containing data for entire frame. */
- Vector<GPUProfileSample> samples;
- };
- /**
- * @brief Profiler that measures time and amount of various GPU operations.
- *
- * @note Core thread only except where noted otherwise.
- */
- class BS_CORE_EXPORT ProfilerGPU : public Module<ProfilerGPU>
- {
- private:
- struct ActiveSample
- {
- ProfilerString sampleName;
- RenderStatsData startStats;
- RenderStatsData endStats;
- TimerQueryPtr activeTimeQuery;
- OcclusionQueryPtr activeOcclusionQuery;
- };
- struct ActiveFrame
- {
- ActiveSample frameSample;
- Vector<ActiveSample> samples;
- };
- public:
- ProfilerGPU();
- /**
- * @brief Signals a start of a new frame. Every frame will generate a separate profiling report.
- * This call must be followed by "endFrame", and any sampling operations must happen between
- * beginFrame and endFrame.
- */
- void beginFrame();
- /**
- * @brief Signals an end of the currently sampled frame. Results of the sampling will be available
- * once getNumAvailableReports increments. This may take a while as the sampling is scheduled on
- * the core thread and on the GPU.
- */
- void endFrame();
- /**
- * @brief Begins sample measurement. Must be followed by endSample.
- *
- * @param name Unique name for the sample you can later use to find the sampling data.
- *
- * @note Must be called between beginFrame/endFrame calls.
- */
- void beginSample(const ProfilerString& name);
- /**
- * @brief Ends sample measurement.
- *
- * @param name Unique name for the sample.
- *
- * @note Unique name is primarily needed to more easily identify mismatched
- * begin/end sample pairs. Otherwise the name in beginSample would be enough.
- * Must be called between beginFrame/endFrame calls.
- */
- void endSample(const ProfilerString& name);
- /**
- * @brief Returns number of profiling reports that are ready but haven't been
- * retrieved yet.
- *
- * @note There is an internal limit of maximum number of available reports, where oldest ones will
- * get deleted so make sure to call this often if you don't want to miss some.
- *
- * Thread safe.
- */
- UINT32 getNumAvailableReports();
- /**
- * @brief Gets the oldest report available and removes it from the internal list.
- * Throws an exception if no reports are available.
- *
- * @note Thread safe.
- */
- GPUProfilerReport getNextReport();
- /**
- * @brief To be called once per frame from the Core thread.
- *
- * @note Internal method.
- */
- void _update();
- private:
- /**
- * @brief Assigns start values for the provided sample.
- */
- void beginSampleInternal(ActiveSample& sample);
- /**
- * @brief Assigns end values for the provided sample.
- */
- void endSampleInternal(ActiveSample& sample);
- /**
- * @brief Creates a new timer query or returns an existing free query.
- */
- TimerQueryPtr getTimerQuery() const;
- /**
- * @brief Creates a new occlusion query or returns an existing free query.
- */
- OcclusionQueryPtr getOcclusionQuery() const;
- /**
- * @brief Interprets the active frame results and generates a profiler report for
- * the frame. Provided frame queries must have finished before calling this.
- */
- GPUProfilerReport resolveFrame(ActiveFrame& frame);
- /**
- * @brief Resolves an active sample and converts it to report sample.
- */
- void resolveSample(const ActiveSample& sample, GPUProfileSample& reportSample);
- private:
- ActiveFrame mActiveFrame;
- bool mIsFrameActive;
- Stack<UINT32> mActiveSampleIndexes;
- Queue<ActiveFrame> mUnresolvedFrames;
- Queue<GPUProfilerReport> mReadyReports;
- mutable Stack<TimerQueryPtr> mFreeTimerQueries;
- mutable Stack<OcclusionQueryPtr> mFreeOcclusionQueries;
- BS_MUTEX(mMutex);
- };
- }
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