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Seele/src/Benchmark/PlayView.cpp
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#include "PlayView.h"
#include "Window/Window.h"
#include <fmt/format.h>
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#include <fstream>
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using namespace Seele;
PlayView::PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath, bool useMeshCulling)
: GameView(graphics, window, createInfo, dllPath) {
getGlobals().useDepthCulling = useMeshCulling;
queryThread = std::thread([&]() {
PRenderGraphResources res = renderGraph.getResources();
Gfx::PPipelineStatisticsQuery cachedQuery = res->requestQuery("CACHED_QUERY");
Gfx::PPipelineStatisticsQuery depthQuery = res->requestQuery("DEPTH_QUERY");
Gfx::PPipelineStatisticsQuery baseQuery = res->requestQuery("BASEPASS_QUERY");
Gfx::PPipelineStatisticsQuery lightCullQuery = res->requestQuery("LIGHTCULL_QUERY");
Gfx::PPipelineStatisticsQuery visibilityQuery = res->requestQuery("VISIBILITY_QUERY");
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Gfx::PTimestampQuery cachedTS = res->requestTimestampQuery("CACHED_TS");
Gfx::PTimestampQuery depthTS = res->requestTimestampQuery("DEPTH_TS");
Gfx::PTimestampQuery lightCullTS = res->requestTimestampQuery("LIGHTCULL_TS");
Gfx::PTimestampQuery visibilityTS = res->requestTimestampQuery("VISIBILITY_TS");
Gfx::PTimestampQuery baseTS = res->requestTimestampQuery("BASE_TS");
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std::ofstream stats(fmt::format("stats{}.csv", useMeshCulling ? "" : "NOCULL"));
stats << "RelTime,"
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<< "CACHED,MIPGEN,DEPTHCULL,VISIBILITY,LIGHTCULL,BASE,FrameTime,"
<< "CachedIAV,CachedIAP,CachedVS,CachedClipInv,CachedClipPrim,CachedFS,CachedCS,"
<< "DepthIAV,DepthIAP,DepthVS,DepthClipInv,DepthClipPrim,DepthFS,DepthCS,"
<< "BaseIAV,BaseIAP,BaseVS,BaseClipInv,BaseClipPrim,BaseFS,BaseCS,"
<< "LightCullIAV,LightCullIAP,LightCullVS,LightCullClipInv,LightCullClipPrim,LightCullFS,LightCullCS,"
<< "VisibilityIAV,VisibilityIAP,VisibilityVS,VisibilityClipInv,VisibilityClipPrim,VisibilityFS,VisibilityCS" << std::endl;
uint64 start = 0;
uint64 prevBegin = 0;
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std::this_thread::sleep_for(std::chrono::milliseconds(500));
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stats << std::fixed << std::setprecision(0);
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while (getGlobals().running) {
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auto cached = cachedTS->getResults();
auto depth = depthTS->getResults();
auto lightCull = lightCullTS->getResults();
auto visibility = visibilityTS->getResults();
auto base = baseTS->getResults();
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auto cachedResults = cachedQuery->getResults();
auto depthResults = depthQuery->getResults();
auto baseResults = baseQuery->getResults();
auto lightCullResults = lightCullQuery->getResults();
auto visiblityResults = visibilityQuery->getResults();
if (start == 0) {
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start = cached[0].time;
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}
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int64 relTime = cached[0].time - start;
int64 cachedTime = cached[1].time - cached[0].time;
int64 mipTime = depth[1].time - depth[0].time;
int64 depthTime = depth[2].time - depth[0].time;
int64 baseTime = base[1].time - base[0].time;
int64 lightCullTime = lightCull[1].time - lightCull[0].time;
int64 visibilityTime = visibility[1].time - visibility[0].time;
int64 frameTime = cachedTime + mipTime + depthTime + baseTime + lightCullTime + visibilityTime;
stats << relTime << "," << cachedTime << "," << mipTime << "," << depthTime << ","
<< visibilityTime
<< "," << lightCullTime << "," << baseTime << ","
<< frameTime << "," << cachedResults << depthResults << baseResults << lightCullResults << visiblityResults << std::endl;
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stats.flush();
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// std::cout << "Writing " << timestamps[0].time << std::endl;
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}
});
}
PlayView::~PlayView() {}
void PlayView::beginUpdate() { GameView::beginUpdate(); }
void PlayView::update() { GameView::update(); }
void PlayView::commitUpdate() { GameView::commitUpdate(); }
void PlayView::prepareRender() { GameView::prepareRender(); }
void PlayView::render() { GameView::render(); }
void PlayView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) { GameView::keyCallback(code, action, modifier); }