Add OpenGL timer queries to OpenGL3 backend
This is useful for the visual debugger, printing FPS, and the in-editor FPS display
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1baefceaba
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@ -101,8 +101,7 @@ void RasterizerGLES3::begin_frame(double frame_step) {
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scene->set_time(time_total, frame_step);
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GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
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utils->info.render_final = utils->info.render;
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utils->info.render.reset();
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utils->_capture_timestamps_begin();
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//scene->iteration();
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}
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@ -272,6 +271,13 @@ RasterizerGLES3::~RasterizerGLES3() {
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}
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void RasterizerGLES3::prepare_for_blitting_render_targets() {
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// This is a hack, but this function is called one time after all viewports have been updated.
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// So it marks the end of the frame for all viewports
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// In the OpenGL renderer we have to call end_frame for each viewport so we can swap the
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// buffers for each window before proceeding to the next.
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// This allows us to only increment the frame after all viewports are done.
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GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
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utils->capture_timestamps_end();
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}
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void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) {
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@ -38,16 +38,35 @@
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#include "particles_storage.h"
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#include "texture_storage.h"
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#include "servers/rendering/rendering_server_globals.h"
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using namespace GLES3;
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Utilities *Utilities::singleton = nullptr;
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Utilities::Utilities() {
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singleton = this;
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frame = 0;
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for (int i = 0; i < FRAME_COUNT; i++) {
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frames[i].index = 0;
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glGenQueries(max_timestamp_query_elements, frames[i].queries);
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frames[i].timestamp_names.resize(max_timestamp_query_elements);
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frames[i].timestamp_cpu_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_count = 0;
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frames[i].timestamp_result_names.resize(max_timestamp_query_elements);
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frames[i].timestamp_cpu_result_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_result_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_result_count = 0;
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}
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}
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Utilities::~Utilities() {
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singleton = nullptr;
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for (int i = 0; i < FRAME_COUNT; i++) {
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glDeleteQueries(max_timestamp_query_elements, frames[i].queries);
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}
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}
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Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
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@ -213,87 +232,69 @@ void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_de
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/* TIMING */
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//void Utilities::render_info_begin_capture() {
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// info.snap = info.render;
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//}
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void Utilities::capture_timestamps_begin() {
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capture_timestamp("Frame Begin");
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}
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//void Utilities::render_info_end_capture() {
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// info.snap.object_count = info.render.object_count - info.snap.object_count;
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// info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
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// info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
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// info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
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// info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
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// info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
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// info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
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// info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
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//}
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void Utilities::capture_timestamp(const String &p_name) {
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ERR_FAIL_COND(frames[frame].timestamp_count >= max_timestamp_query_elements);
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//int Utilities::get_captured_render_info(RS::RenderInfo p_info) {
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// switch (p_info) {
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// case RS::INFO_OBJECTS_IN_FRAME: {
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// return info.snap.object_count;
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// } break;
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// case RS::INFO_VERTICES_IN_FRAME: {
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// return info.snap.vertices_count;
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// } break;
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// case RS::INFO_MATERIAL_CHANGES_IN_FRAME: {
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// return info.snap.material_switch_count;
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// } break;
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// case RS::INFO_SHADER_CHANGES_IN_FRAME: {
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// return info.snap.shader_rebind_count;
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// } break;
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// case RS::INFO_SURFACE_CHANGES_IN_FRAME: {
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// return info.snap.surface_switch_count;
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// } break;
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// case RS::INFO_DRAW_CALLS_IN_FRAME: {
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// return info.snap.draw_call_count;
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// } break;
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// /*
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// case RS::INFO_2D_ITEMS_IN_FRAME: {
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// return info.snap._2d_item_count;
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// } break;
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// case RS::INFO_2D_DRAW_CALLS_IN_FRAME: {
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// return info.snap._2d_draw_call_count;
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// } break;
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// */
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// default: {
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// return get_render_info(p_info);
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// }
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// }
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//}
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#ifdef GLES_OVER_GL
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glQueryCounter(frames[frame].queries[frames[frame].timestamp_count], GL_TIMESTAMP);
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#endif
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//int Utilities::get_render_info(RS::RenderInfo p_info) {
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// switch (p_info) {
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// case RS::INFO_OBJECTS_IN_FRAME:
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// return info.render_final.object_count;
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// case RS::INFO_VERTICES_IN_FRAME:
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// return info.render_final.vertices_count;
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// case RS::INFO_MATERIAL_CHANGES_IN_FRAME:
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// return info.render_final.material_switch_count;
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// case RS::INFO_SHADER_CHANGES_IN_FRAME:
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// return info.render_final.shader_rebind_count;
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// case RS::INFO_SURFACE_CHANGES_IN_FRAME:
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// return info.render_final.surface_switch_count;
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// case RS::INFO_DRAW_CALLS_IN_FRAME:
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// return info.render_final.draw_call_count;
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// /*
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// case RS::INFO_2D_ITEMS_IN_FRAME:
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// return info.render_final._2d_item_count;
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// case RS::INFO_2D_DRAW_CALLS_IN_FRAME:
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// return info.render_final._2d_draw_call_count;
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//*/
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// case RS::INFO_USAGE_VIDEO_MEM_TOTAL:
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// return 0; //no idea
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// case RS::INFO_VIDEO_MEM_USED:
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// return info.vertex_mem + info.texture_mem;
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// case RS::INFO_TEXTURE_MEM_USED:
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// return info.texture_mem;
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// case RS::INFO_VERTEX_MEM_USED:
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// return info.vertex_mem;
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// default:
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// return 0; //no idea either
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// }
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//}
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frames[frame].timestamp_names[frames[frame].timestamp_count] = p_name;
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frames[frame].timestamp_cpu_values[frames[frame].timestamp_count] = OS::get_singleton()->get_ticks_usec();
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frames[frame].timestamp_count++;
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}
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void Utilities::_capture_timestamps_begin() {
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// frame is incremented at the end of the frame so this gives us the queries for frame - 2. By then they should be ready.
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if (frames[frame].timestamp_count) {
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#ifdef GLES_OVER_GL
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for (uint32_t i = 0; i < frames[frame].timestamp_count; i++) {
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uint64_t temp = 0;
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glGetQueryObjectui64v(frames[frame].queries[i], GL_QUERY_RESULT, &temp);
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frames[frame].timestamp_result_values[i] = temp;
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}
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#endif
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SWAP(frames[frame].timestamp_names, frames[frame].timestamp_result_names);
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SWAP(frames[frame].timestamp_cpu_values, frames[frame].timestamp_cpu_result_values);
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}
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frames[frame].timestamp_result_count = frames[frame].timestamp_count;
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frames[frame].timestamp_count = 0;
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frames[frame].index = Engine::get_singleton()->get_frames_drawn();
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capture_timestamp("Internal Begin");
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}
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void Utilities::capture_timestamps_end() {
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capture_timestamp("Internal End");
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frame = (frame + 1) % FRAME_COUNT;
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}
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uint32_t Utilities::get_captured_timestamps_count() const {
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return frames[frame].timestamp_result_count;
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}
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uint64_t Utilities::get_captured_timestamps_frame() const {
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return frames[frame].index;
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}
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uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
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return frames[frame].timestamp_result_values[p_index];
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}
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uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
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return frames[frame].timestamp_cpu_result_values[p_index];
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}
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String Utilities::get_captured_timestamp_name(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, String());
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return frames[frame].timestamp_result_names[p_index];
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}
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/* MISC */
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@ -79,62 +79,35 @@ public:
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/* TIMING */
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struct Info {
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uint64_t texture_mem = 0;
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uint64_t vertex_mem = 0;
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#define MAX_QUERIES 256
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#define FRAME_COUNT 3
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struct Render {
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uint32_t object_count;
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uint32_t draw_call_count;
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uint32_t material_switch_count;
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uint32_t surface_switch_count;
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uint32_t shader_rebind_count;
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uint32_t vertices_count;
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uint32_t _2d_item_count;
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uint32_t _2d_draw_call_count;
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struct Frame {
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GLuint queries[MAX_QUERIES];
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TightLocalVector<String> timestamp_names;
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TightLocalVector<uint64_t> timestamp_cpu_values;
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uint32_t timestamp_count = 0;
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TightLocalVector<String> timestamp_result_names;
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TightLocalVector<uint64_t> timestamp_cpu_result_values;
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TightLocalVector<uint64_t> timestamp_result_values;
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uint32_t timestamp_result_count = 0;
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uint64_t index = 0;
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};
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void reset() {
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object_count = 0;
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draw_call_count = 0;
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material_switch_count = 0;
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surface_switch_count = 0;
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shader_rebind_count = 0;
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vertices_count = 0;
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_2d_item_count = 0;
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_2d_draw_call_count = 0;
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}
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} render, render_final, snap;
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const uint32_t max_timestamp_query_elements = MAX_QUERIES;
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Info() {
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render.reset();
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render_final.reset();
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}
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Frame frames[FRAME_COUNT]; // Frames for capturing timestamps. We use 3 so we don't need to wait for commands to complete
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uint32_t frame = 0;
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} info;
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virtual void capture_timestamps_begin() override {}
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virtual void capture_timestamp(const String &p_name) override {}
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virtual uint32_t get_captured_timestamps_count() const override {
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return 0;
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}
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virtual uint64_t get_captured_timestamps_frame() const override {
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return 0;
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}
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virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override {
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return 0;
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}
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virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override {
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return 0;
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}
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virtual String get_captured_timestamp_name(uint32_t p_index) const override {
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return String();
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}
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// void render_info_begin_capture() override;
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// void render_info_end_capture() override;
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// int get_captured_render_info(RS::RenderInfo p_info) override;
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// int get_render_info(RS::RenderInfo p_info) override;
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virtual void capture_timestamps_begin() override;
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virtual void capture_timestamp(const String &p_name) override;
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virtual uint32_t get_captured_timestamps_count() const override;
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virtual uint64_t get_captured_timestamps_frame() const override;
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virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override;
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virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override;
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virtual String get_captured_timestamp_name(uint32_t p_index) const override;
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void _capture_timestamps_begin();
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void capture_timestamps_end();
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/* MISC */
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