[c-host] DXGI profiled and tuned again :)

This commit is contained in:
Geoffrey McRae 2019-12-15 16:20:07 +11:00
parent 85d46ed2b0
commit f85c017184
3 changed files with 113 additions and 71 deletions

View File

@ -21,7 +21,9 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "interface/platform.h"
#include "common/debug.h"
#include "common/option.h"
#include "common/locking.h"
#include "windows/debug.h"
#include "windows/platform.h"
#include <assert.h>
#include <dxgi.h>
@ -43,7 +45,7 @@ typedef struct Texture
ID3D11Texture2D * tex;
D3D11_MAPPED_SUBRESOURCE map;
osEventHandle * mapped;
osEventHandle * free;
volatile int free;
}
Texture;
@ -63,6 +65,8 @@ Pointer;
struct iface
{
bool initialized;
LARGE_INTEGER perfFreq;
LARGE_INTEGER frameTime;
bool stop;
IDXGIFactory1 * factory;
IDXGIAdapter1 * adapter;
@ -73,7 +77,8 @@ struct iface
IDXGIOutputDuplication * dup;
int maxTextures;
Texture * texture;
int texRIndex;
int texPending;
volatile int texRIndex;
int texWIndex;
bool needsRelease;
osEventHandle * pointerEvent;
@ -193,9 +198,10 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
this->pointerSize = pointerSize;
this->pointerUsed = 0;
this->stop = false;
this->texRIndex = 0;
this->texWIndex = 0;
this->stop = false;
this->texPending = 0;
this->texRIndex = 0;
this->texWIndex = 0;
status = CreateDXGIFactory1(&IID_IDXGIFactory1, (void **)&this->factory);
if (FAILED(status))
@ -342,6 +348,20 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
IDXGIDevice_Release(dxgi);
}
// try to reduce the latency
{
IDXGIDevice1 * dxgi;
status = ID3D11Device_QueryInterface(this->device, &IID_IDXGIDevice1, (void **)&dxgi);
if (FAILED(status))
{
DEBUG_WINERROR("failed to query DXGI interface from device", status);
goto fail;
}
IDXGIDevice1_SetMaximumFrameLatency(dxgi, 1);
IDXGIDevice1_Release(dxgi);
}
IDXGIOutput5 * output5 = NULL;
status = IDXGIOutput_QueryInterface(this->output, &IID_IDXGIOutput5, (void **)&output5);
if (FAILED(status))
@ -450,16 +470,7 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
goto fail;
}
this->texture[i].free = os_createEvent(true);
if (!this->texture[i].free)
{
DEBUG_ERROR("Failed to create the texture free event");
goto fail;
}
// pre-signal the free events to flag as unused
os_signalEvent(this->texture[i].free);
this->texture[i].free = 1;
this->texture[i].mapped = os_createEvent(false);
if (!this->texture[i].mapped)
{
@ -480,6 +491,8 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
this->stride = mapping.RowPitch / 4;
ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource *)this->texture[0].tex, 0);
QueryPerformanceFrequency(&this->perfFreq) ;
QueryPerformanceCounter (&this->frameTime);
this->initialized = true;
return true;
@ -516,13 +529,6 @@ static bool dxgi_deinit()
this->texture[i].tex = NULL;
}
if (this->texture[i].free)
{
os_signalEvent(this->texture[i].free);
os_freeEvent(this->texture[i].free);
this->texture[i].free = NULL;
}
if (this->texture[i].mapped)
{
os_signalEvent(this->texture[i].mapped);
@ -605,35 +611,59 @@ static CaptureResult dxgi_capture()
assert(this);
assert(this->initialized);
LARGE_INTEGER now;
uint64_t diffNs;
Texture * tex;
CaptureResult result;
HRESULT status;
DXGI_OUTDUPL_FRAME_INFO frameInfo;
IDXGIResource * res;
// if the read texture is pending a mapping
for(int i = 0; i < this->maxTextures; ++i)
// try to map the current texture if it's pending still
while(true)
{
if (this->texture[i].state != TEXTURE_STATE_PENDING_MAP)
continue;
Texture * tex = &this->texture[i];
// try to map the resource, but don't wait for it
status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0x100000L, &tex->map);
if (status != DXGI_ERROR_WAS_STILL_DRAWING)
int index = INTERLOCKED_GET(&this->texRIndex);
for(int i = 0; i < this->maxTextures && this->texPending > 0; ++i)
{
if (FAILED(status))
tex = &this->texture[index];
if (tex->state == TEXTURE_STATE_PENDING_MAP)
{
DEBUG_WINERROR("Failed to map the texture", status);
IDXGIResource_Release(res);
return CAPTURE_RESULT_ERROR;
// try to map the resource, but don't wait for it
status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0x100000L, &tex->map);
if (status != DXGI_ERROR_WAS_STILL_DRAWING)
{
if (FAILED(status))
{
DEBUG_WINERROR("Failed to map the texture", status);
IDXGIResource_Release(res);
return CAPTURE_RESULT_ERROR;
}
// successful map, set the state and signal that there is a frame available
tex->state = TEXTURE_STATE_MAPPED;
os_signalEvent(tex->mapped);
--this->texPending;
}
// only try to map one texture per delay loop
break;
}
// successful map, set the state and signal that there is a frame available
tex->state = TEXTURE_STATE_MAPPED;
os_signalEvent(tex->mapped);
if (++index == this->maxTextures)
index = 0;
}
/* spend a minimum of 4ms since the last capture to reduce GPU load with an early release */
QueryPerformanceCounter(&now);
diffNs = ((now.QuadPart - this->frameTime.QuadPart) * 1000000) / this->perfFreq.QuadPart;
if (diffNs < 4000)
{
Sleep(1);
continue;
}
break;
}
// release the prior frame
@ -641,7 +671,7 @@ static CaptureResult dxgi_capture()
if (result != CAPTURE_RESULT_OK)
return result;
status = IDXGIOutputDuplication_AcquireNextFrame(this->dup, 1, &frameInfo, &res);
status = IDXGIOutputDuplication_AcquireNextFrame(this->dup, 0, &frameInfo, &res);
switch(status)
{
case S_OK:
@ -649,6 +679,8 @@ static CaptureResult dxgi_capture()
break;
case DXGI_ERROR_WAIT_TIMEOUT:
// we sleep instead of letting dxgi do it as it's resolution sucks
Sleep(1);
return CAPTURE_RESULT_TIMEOUT;
case WAIT_ABANDONED:
@ -662,19 +694,10 @@ static CaptureResult dxgi_capture()
if (frameInfo.LastPresentTime.QuadPart != 0)
{
Texture * tex = &this->texture[this->texWIndex];
tex = &this->texture[this->texWIndex];
// check if the texture is free, if not skip the frame to keep up
if (!os_waitEvent(tex->free, 0))
{
/*
NOTE: This is only informational for when debugging, skipping frames is
OK as we are likely getting frames faster then the client can render
them (ie, vsync off in a title)
*/
//DEBUG_WARN("Frame skipped");
}
else
if (INTERLOCKED_GET(&tex->free))
{
ID3D11Texture2D * src;
status = IDXGIResource_QueryInterface(res, &IID_ID3D11Texture2D, (void **)&src);
@ -685,24 +708,26 @@ static CaptureResult dxgi_capture()
return CAPTURE_RESULT_ERROR;
}
// if the texture was mapped, unmap it
// unmap the texture if it is still mapped
if (tex->state == TEXTURE_STATE_MAPPED)
{
ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)tex->tex, 0);
tex->map.pData = NULL;
}
// issue the copy from GPU to CPU RAM and release the src
ID3D11DeviceContext_CopyResource(this->deviceContext,
(ID3D11Resource *)tex->tex, (ID3D11Resource *)src);
ID3D11Texture2D_Release(src);
// pending map
// set the state
INTERLOCKED_DEC(&tex->free);
tex->state = TEXTURE_STATE_PENDING_MAP;
++this->texPending;
// advance our write pointer
if (++this->texWIndex == this->maxTextures)
this->texWIndex = 0;
// update the last frame time
this->frameTime.QuadPart = frameInfo.LastPresentTime.QuadPart;
}
}
@ -771,7 +796,7 @@ static CaptureResult dxgi_waitFrame(CaptureFrame * frame)
assert(this);
assert(this->initialized);
Texture * tex = &this->texture[this->texRIndex];
Texture * tex = &this->texture[INTERLOCKED_GET(&this->texRIndex)];
if (!os_waitEvent(tex->mapped, 1000))
return CAPTURE_RESULT_TIMEOUT;
@ -794,12 +819,12 @@ static CaptureResult dxgi_getFrame(FrameBuffer frame)
assert(this);
assert(this->initialized);
Texture * tex = &this->texture[this->texRIndex];
Texture * tex = &this->texture[INTERLOCKED_GET(&this->texRIndex)];
framebuffer_write(frame, tex->map.pData, this->pitch * this->height);
os_signalEvent(tex->free);
if (++this->texRIndex == this->maxTextures)
this->texRIndex = 0;
INTERLOCKED_INC(&tex->free);
INTERLOCKED_INC(&this->texRIndex);
INTERLOCKED_CE (&this->texRIndex, this->maxTextures, 0);
return CAPTURE_RESULT_OK;
}

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@ -69,6 +69,10 @@ struct osThreadHandle
int resultCode;
};
// undocumented API to adjust the system timer resolution (yes, its a nasty hack)
typedef NTSTATUS (__stdcall *ZwSetTimerResolution_t)(ULONG RequestedResolution, BOOLEAN Set, PULONG ActualResolution);
static ZwSetTimerResolution_t ZwSetTimerResolution = NULL;
LRESULT CALLBACK DummyWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
@ -307,6 +311,15 @@ bool app_init()
// always flush stderr
setbuf(stderr, NULL);
// Increase the timer resolution
ZwSetTimerResolution = (ZwSetTimerResolution_t)GetProcAddress(GetModuleHandle("ntdll.dll"), "ZwSetTimerResolution");
if (ZwSetTimerResolution)
{
ULONG actualResolution;
ZwSetTimerResolution(1, true, &actualResolution);
DEBUG_INFO("System timer resolution: %.2f ns", (float)actualResolution / 100.0f);
}
HDEVINFO deviceInfoSet;
PSP_DEVICE_INTERFACE_DETAIL_DATA infData = NULL;
SP_DEVICE_INTERFACE_DATA deviceInterfaceData;

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@ -19,13 +19,17 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#pragma once
#if defined(__GCC__) || defined(__GNUC__)
#define INTERLOCKED_AND8 __sync_fetch_and_and
#define INTERLOCKED_OR8 __sync_fetch_and_or
#define INTERLOCKED_INC(x) __sync_fetch_and_add((x), 1)
#define INTERLOCKED_DEC(x) __sync_fetch_and_sub((x), 1)
#define INTERLOCKED_AND8 __sync_fetch_and_and
#define INTERLOCKED_OR8 __sync_fetch_and_or
#define INTERLOCKED_INC(x) __sync_fetch_and_add((x), 1)
#define INTERLOCKED_DEC(x) __sync_fetch_and_sub((x), 1)
#define INTERLOCKED_GET(x) __sync_fetch_and_add((x), 0)
#define INTERLOCKED_CE(x, c, v) __sync_val_compare_and_swap((x), (c), (v))
#else
#define INTERLOCKED_OR8 InterlockedOr8
#define INTERLOCKED_AND8 InterlockedAnd8
#define INTERLOCKED_INC InterlockedIncrement
#define INTERLOCKED_DEC InterlockedDecrement
#endif
#define INTERLOCKED_OR8 InterlockedOr8
#define INTERLOCKED_AND8 InterlockedAnd8
#define INTERLOCKED_INC InterlockedIncrement
#define INTERLOCKED_DEC InterlockedDecrement
#define INTERLOCKED_GET(x) InterlockedAdd((x), 0)
#define INTERLOCKED_CE(x, c, v) InterlockedCompareExchange((x), (v), (c))
#endif