Files
LookingGlass/idd/LGIdd/CD3D12CommandQueue.cpp
Geoffrey McRae 24be0a8869 [host] measure ready time at framebuffer publication
Exclude command queue reset and cleanup from the ready stage, and keep
the wall-clock residual only as the legacy timing fallback.
2026-08-03 23:53:33 +10:00

385 lines
10 KiB
C++

/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* This program 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 2 of the License, or (at your option)
* any later version.
*
* This program 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 this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "CD3D12CommandQueue.h"
#include "CDebug.h"
static uint64_t ScaleTicks(uint64_t ticks, uint64_t targetFrequency,
uint64_t sourceFrequency)
{
return ticks / sourceFrequency * targetFrequency +
ticks % sourceFrequency * targetFrequency / sourceFrequency;
}
static uint64_t TicksToNanoseconds(uint64_t ticks, uint64_t frequency)
{
return ScaleTicks(ticks, 1000000000ULL, frequency);
}
bool CD3D12CommandQueue::InitTiming(ID3D12Device3 * device,
D3D12_COMMAND_LIST_TYPE type)
{
if (type != D3D12_COMMAND_LIST_TYPE_COPY)
return false;
D3D12_FEATURE_DATA_D3D12_OPTIONS3 options = {};
HRESULT hr = device->CheckFeatureSupport(
D3D12_FEATURE_D3D12_OPTIONS3, &options, sizeof(options));
if (FAILED(hr) || !options.CopyQueueTimestampQueriesSupported)
return false;
hr = m_queue->GetTimestampFrequency(&m_timestampFrequency);
if (FAILED(hr) || !m_timestampFrequency)
return false;
LARGE_INTEGER qpcFrequency;
if (!QueryPerformanceFrequency(&qpcFrequency))
return false;
m_qpcFrequency = (UINT64)qpcFrequency.QuadPart;
D3D12_QUERY_HEAP_DESC queryDesc = {};
queryDesc.Type = D3D12_QUERY_HEAP_TYPE_COPY_QUEUE_TIMESTAMP;
queryDesc.Count = 2;
hr = device->CreateQueryHeap(&queryDesc, IID_PPV_ARGS(&m_timestampHeap));
if (FAILED(hr))
return false;
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = sizeof(UINT64) * 2;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
hr = device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
IID_PPV_ARGS(&m_timestampReadback));
if (FAILED(hr))
{
m_timestampHeap.Reset();
return false;
}
D3D12_RANGE readRange = { 0, sizeof(UINT64) * 2 };
void * timestampMap = nullptr;
hr = m_timestampReadback->Map(0, &readRange, &timestampMap);
if (FAILED(hr))
{
m_timestampReadback.Reset();
m_timestampHeap.Reset();
return false;
}
m_timestampMap = static_cast<UINT64 *>(timestampMap);
hr = m_queue->GetClockCalibration(&m_calibrationGPU, &m_calibrationCPU);
if (FAILED(hr))
{
D3D12_RANGE writeRange = { 0, 0 };
m_timestampReadback->Unmap(0, &writeRange);
m_timestampMap = nullptr;
m_timestampReadback.Reset();
m_timestampHeap.Reset();
return false;
}
m_timingSupported = true;
return true;
}
void CD3D12CommandQueue::UpdateClockCalibration()
{
if (!m_timingSupported)
return;
LARGE_INTEGER now;
if (QueryPerformanceCounter(&now) &&
(UINT64)now.QuadPart >= m_calibrationCPU &&
(UINT64)now.QuadPart - m_calibrationCPU < m_qpcFrequency)
return;
UINT64 gpu;
UINT64 cpu;
if (SUCCEEDED(m_queue->GetClockCalibration(&gpu, &cpu)))
{
m_calibrationGPU = gpu;
m_calibrationCPU = cpu;
}
}
bool CD3D12CommandQueue::Init(ID3D12Device3 * device,
D3D12_COMMAND_LIST_TYPE type, const WCHAR * name,
CallbackMode callbackMode)
{
HRESULT hr;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = type;
queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_queue));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the CommandQueue (%ls)", name);
return false;
}
m_queue->SetName(name);
hr = device->CreateCommandAllocator(type, IID_PPV_ARGS(&m_allocator));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the CommandAllocator (%ls)", name);
return false;
}
hr = device->CreateCommandList(0, type, m_allocator.Get(), NULL, IID_PPV_ARGS(&m_gfxList));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the Graphics CommandList (%ls)", name);
return false;
}
m_gfxList->SetName(name);
m_cmdList = m_gfxList;
if (!m_cmdList)
{
DEBUG_ERROR_HR(hr, "Failed to get the CommandList (%ls)", name);
return false;
}
hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create the Fence (%ls)", name);
return false;
}
m_event.Attach(CreateEvent(NULL, FALSE, FALSE, NULL));
if (m_event.Get() == INVALID_HANDLE_VALUE)
{
DEBUG_ERROR_HR(GetLastError(), "Failed to create the completion event (%ls)", name);
return false;
}
if (callbackMode != DISABLED)
{
ULONG flags = (callbackMode == FAST) ?
WT_EXECUTEINWAITTHREAD : WT_EXECUTEINPERSISTENTTHREAD;
if (!RegisterWaitForSingleObject(
&m_waitHandle,
m_event.Get(),
[](PVOID param, BOOLEAN timeout){
CD3D12CommandQueue * queue = (CD3D12CommandQueue*)param;
if (timeout)
queue->m_completionResult = false;
queue->OnCompletion();
},
this,
INFINITE,
flags))
{
DEBUG_ERROR_HR(GetLastError(),
"Failed to register the completion wait (%ls)", name);
m_waitHandle = INVALID_HANDLE_VALUE;
return false;
}
}
if (callbackMode != DISABLED &&
type == D3D12_COMMAND_LIST_TYPE_COPY && !InitTiming(device, type))
DEBUG_WARN("GPU timing is unavailable for CommandQueue(%ls)", name);
m_name = name;
m_fenceValue = 0;
DEBUG_INFO("Created CD3D12CommandQueue(%ls)", name);
return true;
}
void CD3D12CommandQueue::DeInit()
{
if (m_waitHandle != INVALID_HANDLE_VALUE)
{
// Queue owners drain callbacks before destruction. Keep this unregister
// non-blocking so a removed or hung device cannot stall teardown.
UnregisterWait(m_waitHandle);
m_waitHandle = INVALID_HANDLE_VALUE;
}
if (m_timestampMap)
{
D3D12_RANGE writeRange = { 0, 0 };
m_timestampReadback->Unmap(0, &writeRange);
m_timestampMap = nullptr;
}
}
bool CD3D12CommandQueue::Execute()
{
m_needsReset = true;
m_completionResult = true;
m_pending = m_waitHandle != INVALID_HANDLE_VALUE;
HRESULT hr = m_gfxList->Close();
if (FAILED(hr))
{
m_completionResult = false;
SetEvent(m_event.Get());
DEBUG_ERROR_HR(hr, "Failed to close the command list (%ls)", m_name);
return false;
}
ID3D12CommandList * lists[] = { m_cmdList.Get() };
m_queue->ExecuteCommandLists(1, lists);
++m_fenceValue;
hr = m_fence->SetEventOnCompletion(m_fenceValue, m_event.Get());
if (FAILED(hr))
{
m_completionResult = false;
SetEvent(m_event.Get());
DEBUG_ERROR_HR(hr, "Failed to set the fence signal (%ls)", m_name);
return false;
}
m_queue->Signal(m_fence.Get(), m_fenceValue);
return true;
}
bool CD3D12CommandQueue::BeginTiming()
{
m_timingActive = m_timingSupported;
if (!m_timingActive)
return false;
// Refresh after an idle period; active queues are calibrated by their
// completion path without adding work to frame submission.
UpdateClockCalibration();
m_gfxList->EndQuery(
m_timestampHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, 0);
return true;
}
void CD3D12CommandQueue::EndTiming()
{
if (!m_timingActive)
return;
m_gfxList->EndQuery(
m_timestampHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, 1);
m_gfxList->ResolveQueryData(
m_timestampHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP,
0, 2, m_timestampReadback.Get(), 0);
}
bool CD3D12CommandQueue::ConvertGPUTimestamp(
UINT64 timestamp, uint64_t& result) const
{
UINT64 cpuTimestamp;
if (timestamp < m_calibrationGPU)
{
const UINT64 delta = ScaleTicks(
m_calibrationGPU - timestamp, m_qpcFrequency, m_timestampFrequency);
if (delta > m_calibrationCPU)
return false;
cpuTimestamp = m_calibrationCPU - delta;
}
else
{
const UINT64 delta = ScaleTicks(
timestamp - m_calibrationGPU, m_qpcFrequency, m_timestampFrequency);
if (UINT64_MAX - m_calibrationCPU < delta)
return false;
cpuTimestamp = m_calibrationCPU + delta;
}
result = TicksToNanoseconds(cpuTimestamp, m_qpcFrequency);
return true;
}
bool CD3D12CommandQueue::GetGPUTimes(
uint64_t& start, uint64_t& end) const
{
if (!m_timingActive ||
!ConvertGPUTimestamp(m_timestampMap[0], start) ||
!ConvertGPUTimestamp(m_timestampMap[1], end) ||
end < start)
return false;
return true;
}
#if 0
void CD3D12CommandQueue::Wait()
{
if (m_fence->GetCompletedValue() >= m_fenceValue)
{
m_pending = false;
return;
}
m_fence->SetEventOnCompletion(m_fenceValue, m_event.Get());
WaitForSingleObject(m_event.Get(), INFINITE);
m_pending = false;
}
#endif
bool CD3D12CommandQueue::Reset()
{
m_timingActive = false;
if (!m_needsReset)
return true;
HRESULT hr;
hr = m_allocator->Reset();
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to reset the command allocator (%ls)", m_name);
return false;
}
hr = m_gfxList->Reset(m_allocator.Get(), NULL);
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to reset the graphics command list (%ls)", m_name);
return false;
}
m_needsReset = false;
return true;
}