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Initial Direct3D 12 profiling implementation
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TracyD3D12.hpp
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TracyD3D12.hpp
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#ifndef __TRACYD3D12_HPP__
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#define __TRACYD3D12_HPP__
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#ifndef TRACY_ENABLE
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#define TracyD3D12Context(device, queue) nullptr
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#define TracyD3D12Destroy(ctx)
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#define TracyD3D12NamedZone(ctx, varname, cmdList, name, active)
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#define TracyD3D12NamedZoneC(ctx, varname, cmdList, name, color, active)
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#define TracyD3D12Zone(ctx, cmdList, name)
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#define TracyD3D12ZoneC(ctx, cmdList, name, color)
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#define TracyD3D12Collect(ctx)
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namespace tracy
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{
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class D3D12ZoneScope {};
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}
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using TracyD3D12Ctx = void*;
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#else
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#include "Tracy.hpp"
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#include "client/TracyProfiler.hpp"
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#include <cstdlib>
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#include <cassert>
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#include <d3d12.h>
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#include <dxgi.h>
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#include <wrl/client.h>
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namespace tracy
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{
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// Command queue context.
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class D3D12QueueCtx
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{
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friend class D3D12ZoneScope;
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static constexpr uint32_t MaxQueries = 64 * 1024; // Queries are begin and end markers, so we can store half as many total time durations.
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bool m_initialized = false;
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ID3D12Device* m_device;
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uint8_t m_context;
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Microsoft::WRL::ComPtr<ID3D12QueryHeap> m_queryHeap;
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Microsoft::WRL::ComPtr<ID3D12Resource> m_readbackBuffer;
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uint32_t m_queryLimit = MaxQueries;
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uint32_t m_queryCounter = 0;
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uint32_t m_previousQueryCounter = 0;
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public:
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D3D12QueueCtx(ID3D12Device* device, ID3D12CommandQueue* queue)
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: m_device(device)
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, m_context(GetGpuCtxCounter().fetch_add(1, std::memory_order_relaxed))
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{
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// Verify we support timestamp queries on this queue.
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if (queue->GetDesc().Type == D3D12_COMMAND_LIST_TYPE_COPY)
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{
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D3D12_FEATURE_DATA_D3D12_OPTIONS3 featureData{};
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if (FAILED(device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &featureData, sizeof(featureData))))
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{
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assert(false && "Platform does not support profiling of copy queues.");
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}
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}
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uint64_t timestampFrequency;
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if (FAILED(queue->GetTimestampFrequency(×tampFrequency)))
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{
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assert(false && "Failed to get timestamp frequency.");
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}
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uint64_t cpuTimestamp;
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uint64_t gpuTimestamp;
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if (FAILED(queue->GetClockCalibration(&gpuTimestamp, &cpuTimestamp)))
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{
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assert(false && "Failed to get queue clock calibration.");
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}
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cpuTimestamp = Profiler::GetTime();
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D3D12_QUERY_HEAP_DESC heapDesc{};
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heapDesc.Type = queue->GetDesc().Type == D3D12_COMMAND_LIST_TYPE_COPY ? D3D12_QUERY_HEAP_TYPE_COPY_QUEUE_TIMESTAMP : D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
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heapDesc.Count = m_queryLimit;
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heapDesc.NodeMask = 0; // #TODO: Support multiple adapters.
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while (FAILED(device->CreateQueryHeap(&heapDesc, IID_PPV_ARGS(&m_queryHeap))))
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{
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m_queryLimit /= 2;
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heapDesc.Count = m_queryLimit;
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}
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// Create a readback buffer, which will be used as a destination for the query data.
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D3D12_RESOURCE_DESC readbackBufferDesc{};
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readbackBufferDesc.Alignment = 0;
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readbackBufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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readbackBufferDesc.Width = m_queryLimit * sizeof(uint64_t);
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readbackBufferDesc.Height = 1;
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readbackBufferDesc.DepthOrArraySize = 1;
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readbackBufferDesc.Format = DXGI_FORMAT_UNKNOWN;
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readbackBufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; // Buffers are always row major.
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readbackBufferDesc.MipLevels = 1;
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readbackBufferDesc.SampleDesc.Count = 1;
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readbackBufferDesc.SampleDesc.Quality = 0;
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readbackBufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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D3D12_HEAP_PROPERTIES readbackHeapProps{};
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readbackHeapProps.Type = D3D12_HEAP_TYPE_READBACK;
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readbackHeapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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readbackHeapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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readbackHeapProps.CreationNodeMask = 0;
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readbackHeapProps.VisibleNodeMask = 0; // #TODO: Support multiple adapters.
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if (FAILED(device->CreateCommittedResource(&readbackHeapProps, D3D12_HEAP_FLAG_NONE, &readbackBufferDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_readbackBuffer))))
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{
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assert(false && "Failed to create query readback buffer.");
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}
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auto* item = Profiler::QueueSerial();
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MemWrite(&item->hdr.type, QueueType::GpuNewContext);
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MemWrite(&item->gpuNewContext.cpuTime, cpuTimestamp);
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MemWrite(&item->gpuNewContext.gpuTime, gpuTimestamp);
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memset(&item->gpuNewContext.thread, 0, sizeof(item->gpuNewContext.thread));
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MemWrite(&item->gpuNewContext.period, 1E+09f / static_cast<float>(timestampFrequency));
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MemWrite(&item->gpuNewContext.context, m_context);
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MemWrite(&item->gpuNewContext.accuracyBits, uint8_t{ 0 });
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MemWrite(&item->gpuNewContext.type, GpuContextType::Vulkan); // #TEMP: Add a Direct3D12 context type in the server.
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#ifdef TRACY_ON_DEMAND
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GetProfiler().DeferItem(*item);
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#endif
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Profiler::QueueSerialFinish();
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m_initialized = true;
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}
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~D3D12QueueCtx() {}
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void Collect()
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{
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ZoneScopedC(Color::Red4);
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// Check to see if we have any new queries.
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if (m_queryCounter == m_previousQueryCounter) return;
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#ifdef TRACY_ON_DEMAND
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if (!GetProfiler().IsConnected())
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{
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m_queryCounter = 0;
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return;
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}
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#endif
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// Batch submit all of our query data to the profiler.
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// Map the readback buffer so we can fetch the query data from the GPU.
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void* readbackBufferMapping = nullptr;
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if (FAILED(m_readbackBuffer->Map(0, nullptr, &readbackBufferMapping)))
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{
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assert(false && "Failed to map readback buffer.");
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}
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auto* timestampData = static_cast<uint64_t*>(readbackBufferMapping);
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for (uint32_t index = 0; index < m_queryCounter; ++index)
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{
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const auto timestamp = timestampData[(m_previousQueryCounter + index) % m_queryLimit];
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const auto queryId = m_previousQueryCounter + index;
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auto* item = Profiler::QueueSerial();
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MemWrite(&item->hdr.type, QueueType::GpuTime);
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MemWrite(&item->gpuTime.gpuTime, timestamp);
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MemWrite(&item->gpuTime.queryId, static_cast<uint16_t>(queryId));
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MemWrite(&item->gpuTime.context, m_context);
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Profiler::QueueSerialFinish();
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}
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m_readbackBuffer->Unmap(0, nullptr);
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m_previousQueryCounter += m_queryCounter;
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m_queryCounter = 0;
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if (m_previousQueryCounter >= m_queryLimit)
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{
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m_previousQueryCounter -= m_queryLimit;
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}
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}
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private:
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tracy_force_inline uint32_t NextQueryId()
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{
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assert(m_queryCounter < m_queryLimit && "Submitted too many GPU queries! Consider increasing MaxQueries.");
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const uint32_t id = (m_previousQueryCounter + m_queryCounter) % m_queryLimit;
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++m_queryCounter;
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return id;
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}
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tracy_force_inline uint8_t GetId() const
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{
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return m_context;
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}
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};
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class D3D12ZoneScope
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{
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const bool m_active;
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D3D12QueueCtx* m_ctx = nullptr;
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ID3D12GraphicsCommandList* m_cmdList = nullptr;
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public:
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tracy_force_inline D3D12ZoneScope(D3D12QueueCtx* ctx, ID3D12GraphicsCommandList* cmdList, const SourceLocationData* srcLocation, bool active)
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#ifdef TRACY_ON_DEMAND
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: m_active(active && GetProfiler().IsConnected())
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#else
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: m_active(active)
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#endif
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{
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if (!m_active) return;
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m_ctx = ctx;
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m_cmdList = cmdList;
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const auto queryId = ctx->NextQueryId();
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cmdList->EndQuery(ctx->m_queryHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, queryId);
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auto* item = Profiler::QueueSerial();
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#if defined(TRACY_HAS_CALLSTACK) && defined(TRACY_CALLSTACK)
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MemWrite(&item->hdr.type, QueueType::GpuZoneBeginCallstackSerial);
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#else
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MemWrite(&item->hdr.type, QueueType::GpuZoneBeginSerial);
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#endif
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MemWrite(&item->gpuZoneBegin.cpuTime, Profiler::GetTime());
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MemWrite(&item->gpuZoneBegin.srcloc, reinterpret_cast<uint64_t>(srcLocation));
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MemWrite(&item->gpuZoneBegin.thread, GetThreadHandle());
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MemWrite(&item->gpuZoneBegin.queryId, static_cast<uint16_t>(queryId));
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MemWrite(&item->gpuZoneBegin.context, ctx->GetId());
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Profiler::QueueSerialFinish();
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#if defined(TRACY_HAS_CALLSTACK) && defined(TRACY_CALLSTACK)
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GetProfiler().SendCallstack(TRACY_CALLSTACK);
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#endif
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}
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tracy_force_inline ~D3D12ZoneScope()
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{
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if (!m_active) return;
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const auto queryId = m_ctx->NextQueryId();
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m_cmdList->EndQuery(m_ctx->m_queryHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, queryId);
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auto* item = Profiler::QueueSerial();
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MemWrite(&item->hdr.type, QueueType::GpuZoneEndSerial);
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MemWrite(&item->gpuZoneEnd.cpuTime, Profiler::GetTime());
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MemWrite(&item->gpuZoneEnd.thread, GetThreadHandle());
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MemWrite(&item->gpuZoneEnd.queryId, static_cast<uint16_t>(queryId));
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MemWrite(&item->gpuZoneEnd.context, m_ctx->GetId());
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Profiler::QueueSerialFinish();
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m_cmdList->ResolveQueryData(m_ctx->m_queryHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, queryId - 1, 2, m_ctx->m_readbackBuffer.Get(), (queryId - 1) * sizeof(uint64_t));
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}
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};
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static inline D3D12QueueCtx* CreateD3D12Context(ID3D12Device* device, ID3D12CommandQueue* queue)
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{
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InitRPMallocThread();
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auto* ctx = static_cast<D3D12QueueCtx*>(tracy_malloc(sizeof(D3D12QueueCtx)));
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new (ctx) D3D12QueueCtx{ device, queue };
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return ctx;
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}
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static inline void DestroyD3D12Context(D3D12QueueCtx* ctx)
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{
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ctx->~D3D12QueueCtx();
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tracy_free(ctx);
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}
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}
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using TracyD3D12Ctx = tracy::D3D12QueueCtx*;
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#define TracyD3D12Context(device, queue) tracy::CreateD3D12Context(device, queue);
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#define TracyD3D12Destroy(ctx) tracy::DestroyD3D12Context(ctx);
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#define TracyD3D12NamedZone(ctx, varname, cmdList, name, active) static const tracy::SourceLocationData TracyConcat(__tracy_gpu_source_location, __LINE__) { name, __FUNCTION__, __FILE__, (uint32_t)__LINE__, 0 }; tracy::D3D12ZoneScope varname{ ctx, cmdList, &TracyConcat(__tracy_gpu_source_location, __LINE__), active };
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#define TracyD3D12NamedZoneC(ctx, varname, cmdList, name, color, active) static const tracy::SourceLocationData TracyConcat(__tracy_gpu_source_location, __LINE__) { name, __FUNCTION__, __FILE__, (uint32_t)__LINE__, color }; tracy::D3D12ZoneScope varname{ ctx, cmdList, &TracyConcat(__tracy_gpu_source_location, __LINE__), active };
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#define TracyD3D12Zone(ctx, cmdList, name) TracyD3D12NamedZone(ctx, ___tracy_gpu_zone, cmdList, name, true)
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#define TracyD3D12ZoneC(ctx, cmdList, name, color) TracyD3D12NamedZoneC(ctx, ___tracy_gpu_zone, cmdList, name, color, true)
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#define TracyD3D12Collect(ctx) ctx->Collect();
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#endif
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#endif
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