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70 lines
1.8 KiB
C++
70 lines
1.8 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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#pragma once
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#include <memory>
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#include "Common/CommonTypes.h"
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enum PerfQueryType
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{
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PQ_ZCOMP_INPUT_ZCOMPLOC = 0,
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PQ_ZCOMP_OUTPUT_ZCOMPLOC,
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PQ_ZCOMP_INPUT,
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PQ_ZCOMP_OUTPUT,
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PQ_BLEND_INPUT,
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PQ_EFB_COPY_CLOCKS,
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PQ_NUM_MEMBERS
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};
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enum PerfQueryGroup
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{
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PQG_ZCOMP_ZCOMPLOC,
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PQG_ZCOMP,
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PQG_EFB_COPY_CLOCKS,
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PQG_NUM_MEMBERS,
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};
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class PerfQueryBase
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{
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public:
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PerfQueryBase() : m_query_count(0) {}
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virtual ~PerfQueryBase() {}
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// Checks if performance queries are enabled in the gameini configuration.
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// NOTE: Called from CPU+GPU thread
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static bool ShouldEmulate();
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// Begin querying the specified value for the following host GPU commands
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// The call to EnableQuery() should be placed immediately before the draw command, otherwise
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// there is a risk of GPU resets if the query is left open and the buffer is submitted during
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// resource binding (D3D12/Vulkan).
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virtual void EnableQuery(PerfQueryGroup type) {}
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// Stop querying the specified value for the following host GPU commands
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virtual void DisableQuery(PerfQueryGroup type) {}
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// Reset query counters to zero and drop any pending queries
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virtual void ResetQuery() {}
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// Return the measured value for the specified query type
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// NOTE: Called from CPU thread
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virtual u32 GetQueryResult(PerfQueryType type) { return 0; }
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// Request the value of any pending queries - causes a pipeline flush and thus should be used
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// carefully!
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virtual void FlushResults() {}
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// True if there are no further pending query results
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// NOTE: Called from CPU thread
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virtual bool IsFlushed() const { return true; }
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protected:
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// TODO: sloppy
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volatile u32 m_query_count;
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volatile u32 m_results[PQG_NUM_MEMBERS];
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};
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extern std::unique_ptr<PerfQueryBase> g_perf_query;
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