Files
Seele/src/Benchmark/PlayView.cpp
T

79 lines
4.1 KiB
C++

#include "PlayView.h"
#include "Window/Window.h"
#include <fmt/format.h>
#include <fstream>
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");
Gfx::PTimestampQuery timestamps = res->requestTimestampQuery("TIMESTAMPS");
std::ofstream stats(fmt::format("stats{}.csv", useMeshCulling ? "" : "NOCULL"));
stats << "RelTime,"
<< "CACHED,MIPGEN,DEPTHCULL,VISIBILITY,LIGHTCULL,BASE,FrameTime,"
<< "CachedIAV,CachedIAP,CachedVS,CachedClipInv,CachedClipPrim,CachedFS,CachedCS,CachedTS,CachedMS,"
<< "DepthIAV,DepthIAP,DepthVS,DepthClipInv,DepthClipPrim,DepthFS,DepthCS,DepthTS,DepthMS,"
<< "BaseIAV,BaseIAP,BaseVS,BaseClipInv,BaseClipPrim,BaseFS,BaseCS,BaseTS,BaseMS,"
<< "LightCullIAV,LightCullIAP,LightCullVS,LightCullClipInv,LightCullClipPrim,LightCullFS,LightCullCS,LightCullTS,LightCullMS,"
<< "VisibilityIAV,VisibilityIAP,VisibilityVS,VisibilityClipInv,VisibilityClipPrim,VisibilityFS,VisibilityCS,VisibilityMS,VisibilityMS," << std::endl;
uint64 start = 0;
uint64 prevBegin = 0;
std::this_thread::sleep_for(std::chrono::milliseconds(500));
stats << std::fixed << std::setprecision(0);
while (getGlobals().running) {
auto cachedResults = cachedQuery->getResults();
auto depthResults = depthQuery->getResults();
auto baseResults = baseQuery->getResults();
auto lightCullResults = lightCullQuery->getResults();
auto visiblityResults = visibilityQuery->getResults();
Map<std::string, uint64> results;
for (uint32 i = 0; i < 11; ++i)
{
auto ts = timestamps->getResult();
results[ts.name] = ts.time;
}
if (start == 0) {
start = results.at("CachedBegin");
}
int64 relTime = results.at("CachedBegin") - start;
int64 cachedTime = results.at("CachedEnd") - results.at("CachedBegin");
int64 mipTime = results.at("CullingBegin") - results.at("MipBegin");
int64 depthTime = results.at("CullingEnd") - results.at("CullingBegin");
int64 baseTime = results.at("BaseEnd") - results.at("BaseBegin");
int64 lightCullTime = results.at("LightCullEnd") - results.at("LightCullBegin");
int64 visibilityTime = results.at("VisibilityEnd") - results.at("VisibilityBegin");
int64 frameTime = cachedTime + mipTime + depthTime + baseTime + lightCullTime + visibilityTime;
stats << relTime << "," << cachedTime << "," << mipTime << "," << depthTime << ","
<< visibilityTime
<< "," << lightCullTime << "," << baseTime << ","
<< frameTime << "," << cachedResults << depthResults << baseResults << lightCullResults << visiblityResults << std::endl;
stats.flush();
// std::cout << "Writing " << timestamps[0].time << std::endl;
}
});
}
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); }