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doom3-bfg/neo/renderer/RenderLog.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2020 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "RenderCommon.h"
#pragma hdrstop
/*
================================================================================================
Contains the RenderLog implementation.
TODO: Emit statistics to the logfile at the end of views and frames.
================================================================================================
*/
idCVar r_logLevel( "r_logLevel", "0", CVAR_INTEGER, "1 = blocks only, 2 = everything", 1, 2 );
static const int LOG_LEVEL_BLOCKS_ONLY = 1;
static const int LOG_LEVEL_EVERYTHING = 2;
const char* renderLogMainBlockLabels[] =
{
ASSERT_ENUM_STRING( MRB_GPU_TIME, 0 ),
ASSERT_ENUM_STRING( MRB_BEGIN_DRAWING_VIEW, 1 ),
ASSERT_ENUM_STRING( MRB_FILL_DEPTH_BUFFER, 2 ),
ASSERT_ENUM_STRING( MRB_FILL_GEOMETRY_BUFFER, 3 ), // RB
ASSERT_ENUM_STRING( MRB_SSAO_PASS, 4 ), // RB
ASSERT_ENUM_STRING( MRB_AMBIENT_PASS, 5 ), // RB
ASSERT_ENUM_STRING( MRB_DRAW_INTERACTIONS, 6 ),
ASSERT_ENUM_STRING( MRB_DRAW_SHADER_PASSES, 7 ),
ASSERT_ENUM_STRING( MRB_FOG_ALL_LIGHTS, 8 ),
ASSERT_ENUM_STRING( MRB_BLOOM, 9 ),
ASSERT_ENUM_STRING( MRB_DRAW_SHADER_PASSES_POST, 10 ),
ASSERT_ENUM_STRING( MRB_DRAW_DEBUG_TOOLS, 11 ),
ASSERT_ENUM_STRING( MRB_CAPTURE_COLORBUFFER, 12 ),
ASSERT_ENUM_STRING( MRB_POSTPROCESS, 13 ),
ASSERT_ENUM_STRING( MRB_DRAW_GUI, 14 ),
ASSERT_ENUM_STRING( MRB_TOTAL, 15 )
};
#if defined( USE_VULKAN )
compile_time_assert( NUM_TIMESTAMP_QUERIES >= ( MRB_TOTAL_QUERIES ) );
#endif
extern uint64 Sys_Microseconds();
/*
================================================================================================
PIX events on all platforms
================================================================================================
*/
/*
================================================
pixEvent_t
================================================
*/
struct pixEvent_t
{
char name[256];
uint64 cpuTime;
uint64 gpuTime;
};
idCVar r_pix( "r_pix", "0", CVAR_INTEGER, "print GPU/CPU event timing" );
#if !defined( USE_VULKAN )
static const int MAX_PIX_EVENTS = 256;
// defer allocation of this until needed, so we don't waste lots of memory
pixEvent_t* pixEvents; // [MAX_PIX_EVENTS]
int numPixEvents;
int numPixLevels;
static GLuint timeQueryIds[MAX_PIX_EVENTS];
#endif
/*
========================
PC_BeginNamedEvent
FIXME: this is not thread safe on the PC
========================
*/
void PC_BeginNamedEvent( const char* szName, const idVec4& color )
{
if( r_logLevel.GetInteger() <= 0 )
{
return;
}
#if defined( USE_VULKAN )
// start an annotated group of calls under the this name
// SRS - Prefer VK_EXT_debug_utils over VK_EXT_debug_marker/VK_EXT_debug_report (deprecated by VK_EXT_debug_utils)
if( vkcontext.debugUtilsSupportAvailable )
{
VkDebugUtilsLabelEXT label = {};
label.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT;
label.pLabelName = szName;
label.color[0] = color.x;
label.color[1] = color.y;
label.color[2] = color.z;
label.color[3] = color.w;
qvkCmdBeginDebugUtilsLabelEXT( vkcontext.commandBuffer[ vkcontext.frameParity ], &label );
}
else if( vkcontext.debugMarkerSupportAvailable )
{
VkDebugMarkerMarkerInfoEXT label = {};
label.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT;
label.pMarkerName = szName;
label.color[0] = color.x;
label.color[1] = color.y;
label.color[2] = color.z;
label.color[3] = color.w;
qvkCmdDebugMarkerBeginEXT( vkcontext.commandBuffer[ vkcontext.frameParity ], &label );
}
#else
// RB: colors are not supported in OpenGL
// only do this if RBDOOM-3-BFG was started by RenderDoc or some similar tool
if( glConfig.gremedyStringMarkerAvailable && glConfig.khronosDebugAvailable )
{
glPushDebugGroup( GL_DEBUG_SOURCE_APPLICATION_ARB, 0, GLsizei( strlen( szName ) ), szName );
}
#endif
#if 0
if( !r_pix.GetBool() )
{
return;
}
if( !pixEvents )
{
// lazy allocation to not waste memory
pixEvents = ( pixEvent_t* )Mem_ClearedAlloc( sizeof( *pixEvents ) * MAX_PIX_EVENTS, TAG_CRAP );
}
if( numPixEvents >= MAX_PIX_EVENTS )
{
idLib::FatalError( "PC_BeginNamedEvent: event overflow" );
}
if( ++numPixLevels > 1 )
{
return; // only get top level timing information
}
if( !glGetQueryObjectui64vEXT )
{
return;
}
GL_CheckErrors();
if( timeQueryIds[0] == 0 )
{
glGenQueries( MAX_PIX_EVENTS, timeQueryIds );
}
glFinish();
glBeginQuery( GL_TIME_ELAPSED_EXT, timeQueryIds[numPixEvents] );
GL_CheckErrors();
pixEvent_t* ev = &pixEvents[numPixEvents++];
strncpy( ev->name, szName, sizeof( ev->name ) - 1 );
ev->cpuTime = Sys_Microseconds();
#endif
}
/*
========================
PC_EndNamedEvent
========================
*/
void PC_EndNamedEvent()
{
if( r_logLevel.GetInteger() <= 0 )
{
return;
}
#if defined( USE_VULKAN )
// SRS - Prefer VK_EXT_debug_utils over VK_EXT_debug_marker/VK_EXT_debug_report (deprecated by VK_EXT_debug_utils)
if( vkcontext.debugUtilsSupportAvailable )
{
qvkCmdEndDebugUtilsLabelEXT( vkcontext.commandBuffer[ vkcontext.frameParity ] );
}
else if( vkcontext.debugMarkerSupportAvailable )
{
qvkCmdDebugMarkerEndEXT( vkcontext.commandBuffer[ vkcontext.frameParity ] );
}
#else
// only do this if RBDOOM-3-BFG was started by RenderDoc or some similar tool
if( glConfig.gremedyStringMarkerAvailable && glConfig.khronosDebugAvailable )
{
glPopDebugGroup();
}
#endif
#if 0
if( !r_pix.GetBool() )
{
return;
}
if( numPixLevels <= 0 )
{
idLib::FatalError( "PC_EndNamedEvent: level underflow" );
}
if( --numPixLevels > 0 )
{
// only do timing on top level events
return;
}
if( !glGetQueryObjectui64vEXT )
{
return;
}
pixEvent_t* ev = &pixEvents[numPixEvents - 1];
ev->cpuTime = Sys_Microseconds() - ev->cpuTime;
GL_CheckErrors();
glEndQuery( GL_TIME_ELAPSED_EXT );
GL_CheckErrors();
#endif
}
/*
========================
PC_EndFrame
========================
*/
void PC_EndFrame()
{
#if 0
if( !r_pix.GetBool() )
{
return;
}
int64 totalGPU = 0;
int64 totalCPU = 0;
idLib::Printf( "----- GPU Events -----\n" );
for( int i = 0 ; i < numPixEvents ; i++ )
{
pixEvent_t* ev = &pixEvents[i];
int64 gpuTime = 0;
glGetQueryObjectui64vEXT( timeQueryIds[i], GL_QUERY_RESULT, ( GLuint64EXT* )&gpuTime );
ev->gpuTime = gpuTime;
idLib::Printf( "%2d: %1.2f (GPU) %1.3f (CPU) = %s\n", i, ev->gpuTime / 1000000.0f, ev->cpuTime / 1000.0f, ev->name );
totalGPU += ev->gpuTime;
totalCPU += ev->cpuTime;
}
idLib::Printf( "%2d: %1.2f (GPU) %1.3f (CPU) = total\n", numPixEvents, totalGPU / 1000000.0f, totalCPU / 1000.0f );
memset( pixEvents, 0, numPixLevels * sizeof( pixEvents[0] ) );
numPixEvents = 0;
numPixLevels = 0;
#endif
}
/*
================================================================================================
idRenderLog
================================================================================================
*/
idRenderLog renderLog;
// RB begin
/*
========================
idRenderLog::idRenderLog
========================
*/
idRenderLog::idRenderLog()
{
}
#if 1
/*
========================
idRenderLog::OpenMainBlock
========================
*/
void idRenderLog::OpenMainBlock( renderLogMainBlock_t block )
{
// SRS - Use glConfig.timerQueryAvailable flag to control timestamp capture for all platforms
if( glConfig.timerQueryAvailable )
{
mainBlock = block;
#if defined( USE_VULKAN )
if( vkcontext.queryIndex[ vkcontext.frameParity ] >= ( NUM_TIMESTAMP_QUERIES - 1 ) )
{
return;
}
VkCommandBuffer commandBuffer = vkcontext.commandBuffer[ vkcontext.frameParity ];
VkQueryPool queryPool = vkcontext.queryPools[ vkcontext.frameParity ];
uint32 queryIndex = vkcontext.queryAssignedIndex[ vkcontext.frameParity ][ mainBlock * 2 + 0 ] = vkcontext.queryIndex[ vkcontext.frameParity ]++;
vkCmdWriteTimestamp( commandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, queryPool, queryIndex );
#elif defined(__APPLE__)
// SRS - For OSX use elapsed time query for Apple OpenGL 4.1 using GL_TIME_ELAPSED vs GL_TIMESTAMP (which is not implemented on OSX)
// SRS - OSX AMD drivers have a rendering bug (flashing colours) with an elasped time query when Shadow Mapping is on - turn off query for that case unless r_skipAMDWorkarounds is set
if( !r_useShadowMapping.GetBool() || glConfig.vendor != VENDOR_AMD || r_skipAMDWorkarounds.GetBool() )
{
if( glcontext.renderLogMainBlockTimeQueryIds[ glcontext.frameParity ][ mainBlock * 2 + 1 ] == 0 )
{
glGenQueries( 1, &glcontext.renderLogMainBlockTimeQueryIds[ glcontext.frameParity ][ mainBlock * 2 + 1 ] );
}
glBeginQuery( GL_TIME_ELAPSED_EXT, glcontext.renderLogMainBlockTimeQueryIds[ glcontext.frameParity ][ mainBlock * 2 + 1 ] );
}
#else
if( glcontext.renderLogMainBlockTimeQueryIds[ glcontext.frameParity ][ mainBlock * 2 ] == 0 )
{
glCreateQueries( GL_TIMESTAMP, 2, &glcontext.renderLogMainBlockTimeQueryIds[ glcontext.frameParity ][ mainBlock * 2 ] );
}
glQueryCounter( glcontext.renderLogMainBlockTimeQueryIds[ glcontext.frameParity ][ mainBlock * 2 + 0 ], GL_TIMESTAMP );
glcontext.renderLogMainBlockTimeQueryIssued[ glcontext.frameParity ][ mainBlock * 2 + 0 ]++;
#endif
}
}
/*
========================
idRenderLog::CloseMainBlock
========================
*/
void idRenderLog::CloseMainBlock()
{
// SRS - Use glConfig.timerQueryAvailable flag to control timestamp capture for all platforms
if( glConfig.timerQueryAvailable )
{
#if defined( USE_VULKAN )
if( vkcontext.queryIndex[ vkcontext.frameParity ] >= ( NUM_TIMESTAMP_QUERIES - 1 ) )
{
return;
}
VkCommandBuffer commandBuffer = vkcontext.commandBuffer[ vkcontext.frameParity ];
VkQueryPool queryPool = vkcontext.queryPools[ vkcontext.frameParity ];
uint32 queryIndex = vkcontext.queryAssignedIndex[ vkcontext.frameParity ][ mainBlock * 2 + 1 ] = vkcontext.queryIndex[ vkcontext.frameParity ]++;
vkCmdWriteTimestamp( commandBuffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, queryPool, queryIndex );
#elif defined(__APPLE__)
// SRS - For OSX use elapsed time query for Apple OpenGL 4.1 using GL_TIME_ELAPSED vs GL_TIMESTAMP (which is not implemented on OSX)
// SRS - OSX AMD drivers have a rendering bug (flashing colours) with an elasped time query when Shadow Mapping is on - turn off query for that case unless r_skipAMDWorkarounds is set
if( !r_useShadowMapping.GetBool() || glConfig.vendor != VENDOR_AMD || r_skipAMDWorkarounds.GetBool() )
{
glEndQuery( GL_TIME_ELAPSED_EXT );
glcontext.renderLogMainBlockTimeQueryIssued[ glcontext.frameParity ][ mainBlock * 2 + 1 ]++;
}
#else
glQueryCounter( glcontext.renderLogMainBlockTimeQueryIds[ glcontext.frameParity ][ mainBlock * 2 + 1 ], GL_TIMESTAMP );
glcontext.renderLogMainBlockTimeQueryIssued[ glcontext.frameParity ][ mainBlock * 2 + 1 ]++;
#endif
}
}
#endif
/*
========================
idRenderLog::OpenBlock
========================
*/
void idRenderLog::OpenBlock( const char* label, const idVec4& color )
{
PC_BeginNamedEvent( label, color );
}
/*
========================
idRenderLog::CloseBlock
========================
*/
void idRenderLog::CloseBlock()
{
PC_EndNamedEvent();
}
// RB end