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/*
* Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#pragma once
#pragma warning( disable : 4995 )
#include <d3d12.h>
#include <vector>
typedef int RenderTimeId;
//--------------------------------------------------------------------------------
struct GPUTimerState
{
bool TimestampQueryInFlight;
float GPUTimeInMS;
};
//--------------------------------------------------------------------------------
class GPUTimers
{
public:
void Create(ID3D12Device* pD3DDevice, ID3D12CommandQueue* pQueue, UINT NumTimers);
void Release();
void BeginFrame(ID3D12GraphicsCommandList* pCommandList);
void EndFrame(ID3D12GraphicsCommandList* pCommandList);
void StartTimer(ID3D12GraphicsCommandList* pCommandList, UINT Id);
void StopTimer(ID3D12GraphicsCommandList* pCommandList, UINT Id);
float GetGPUTimeInMS(UINT Id);
protected:
ID3D12QueryHeap* m_pQueryHeap;
ID3D12Resource* m_pQueryResults;
ID3D12CommandQueue* m_pQueue;
std::vector<GPUTimerState> m_Timers;
};
//--------------------------------------------------------------------------------
class GPUTimer
{
public:
GPUTimer(GPUTimers* pGPUTimers, ID3D12GraphicsCommandList* pDeviceContext, RenderTimeId Id)
: m_pGPUTimers(pGPUTimers)
, m_pDeviceContext(pDeviceContext)
, m_RenderTimeId(Id)
{
m_pGPUTimers->StartTimer(m_pDeviceContext, m_RenderTimeId);
}
~GPUTimer()
{
m_pGPUTimers->StopTimer(m_pDeviceContext, m_RenderTimeId);
}
private:
GPUTimers* m_pGPUTimers;
ID3D12GraphicsCommandList* m_pDeviceContext;
RenderTimeId m_RenderTimeId;
};
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