fune/gfx/layers/d3d11/DiagnosticsD3D11.cpp
Daniel Holbert 126bd9e1a4 Bug 1412427 part 8: (automated patch) Switch a bunch of C++ files in gfx to use our standard mode lines. r=jrmuizel
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py

For every file that is modified in this patch, the changes are as follows:
 (1) The patch changes the file to use the exact C++ mode lines from the
     Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line

 (2) The patch deletes any blank lines between the mode line & the MPL
     boilerplate comment.

 (3) If the file previously had the mode lines and MPL boilerplate in a
     single contiguous C++ comment, then the patch splits them into
     separate C++ comments, to match the boilerplate in the coding style.

MozReview-Commit-ID: 77D61xpSmIl

--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
2017-10-27 16:10:06 -07:00

97 lines
2.7 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "DiagnosticsD3D11.h"
#include "mozilla/layers/Diagnostics.h"
#include "mozilla/layers/HelpersD3D11.h"
namespace mozilla {
namespace layers {
DiagnosticsD3D11::DiagnosticsD3D11(ID3D11Device* aDevice, ID3D11DeviceContext* aContext)
: mDevice(aDevice),
mContext(aContext)
{
}
void
DiagnosticsD3D11::Start(uint32_t aPixelsPerFrame)
{
mPrevFrame = mCurrentFrame;
mCurrentFrame = FrameQueries();
CD3D11_QUERY_DESC desc(D3D11_QUERY_PIPELINE_STATISTICS);
mDevice->CreateQuery(&desc, getter_AddRefs(mCurrentFrame.stats));
if (mCurrentFrame.stats) {
mContext->Begin(mCurrentFrame.stats);
}
mCurrentFrame.pixelsPerFrame = aPixelsPerFrame;
desc = CD3D11_QUERY_DESC(D3D11_QUERY_TIMESTAMP_DISJOINT);
mDevice->CreateQuery(&desc, getter_AddRefs(mCurrentFrame.timing));
if (mCurrentFrame.timing) {
mContext->Begin(mCurrentFrame.timing);
}
desc = CD3D11_QUERY_DESC(D3D11_QUERY_TIMESTAMP);
mDevice->CreateQuery(&desc, getter_AddRefs(mCurrentFrame.frameBegin));
if (mCurrentFrame.frameBegin) {
mContext->End(mCurrentFrame.frameBegin);
}
}
void
DiagnosticsD3D11::End()
{
if (mCurrentFrame.stats) {
mContext->End(mCurrentFrame.stats);
}
if (mCurrentFrame.frameBegin) {
CD3D11_QUERY_DESC desc(D3D11_QUERY_TIMESTAMP);
mDevice->CreateQuery(&desc, getter_AddRefs(mCurrentFrame.frameEnd));
if (mCurrentFrame.frameEnd) {
mContext->End(mCurrentFrame.frameEnd);
}
}
if (mCurrentFrame.timing) {
mContext->End(mCurrentFrame.timing);
}
}
void
DiagnosticsD3D11::Cancel()
{
mCurrentFrame = FrameQueries();
}
void
DiagnosticsD3D11::Query(GPUStats* aStats)
{
// Collect pixel shader stats.
if (mPrevFrame.stats) {
D3D11_QUERY_DATA_PIPELINE_STATISTICS stats;
if (WaitForGPUQuery(mDevice, mContext, mPrevFrame.stats, &stats)) {
aStats->mInvalidPixels = mPrevFrame.pixelsPerFrame;
aStats->mPixelsFilled = uint32_t(stats.PSInvocations);
}
}
if (mPrevFrame.timing) {
UINT64 begin, end;
D3D11_QUERY_DATA_TIMESTAMP_DISJOINT timing;
if (WaitForGPUQuery(mDevice, mContext, mPrevFrame.timing, &timing) &&
!timing.Disjoint &&
WaitForGPUQuery(mDevice, mContext, mPrevFrame.frameBegin, &begin) &&
WaitForGPUQuery(mDevice, mContext, mPrevFrame.frameEnd, &end))
{
float timeMs = float(end - begin) / float(timing.Frequency) * 1000.0f;
aStats->mDrawTime = Some(timeMs);
}
}
}
} // namespace layers
} // namespace mozilla