#pragma once #include #include #include #include "object.h" namespace gl { class query : public object { public: enum targets { SAMPLES_PASSED = 0, ANY_SAMPLES_PASSED, ANY_SAMPLES_PASSED_CONSERVATIVE, PRIMITIVES_GENERATED, TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, TIME_ELAPSED }; private: targets target; thread_local static query* active_queries[6]; protected: GLenum glenum_target(targets target) const; public: explicit query(targets target); ~query(); void begin(); void end(); std::optional result(); }; // gpu time of a section of commands, from a pair of GL_TIMESTAMP queries. unlike GL_TIME_ELAPSED, timestamps // can be taken while another time query runs (e.g. the whole-frame query of the renderer). results are read // a few frames later without stalling; if the gpu falls further behind, the measurement is skipped class gpu_timer { public: gpu_timer() = default; ~gpu_timer(); gpu_timer(const gpu_timer &) = delete; gpu_timer &operator=(const gpu_timer &) = delete; void begin(); void end(); // duration of the most recent finished measurement, in nanoseconds std::optional result(); private: void collect(); static constexpr size_t SLOTS = 4; // start and end timestamp per slot, created on first use std::array m_queries{}; std::array m_pending{}; // slot written by the next begin(), also the oldest one still pending size_t m_slot = 0; bool m_active = false; std::optional m_last; }; // gpu time of the parts of a frame, from GL_TIMESTAMP queries put one after another: a part lasts from its mark to the next // one, so the parts add up to the time from the first mark to the last, with nothing left out and nothing counted twice. // the first mark of a gpu_timer is put while the gpu may still be busy with what came before, so its time can hold the tail // of that work; in the run of marks that time goes to the part it belongs to. results are read a few frames later without // stalling; if the gpu falls further behind, the frame is skipped class gpu_timeline { public: struct part { char const *name; uint64_t time; // nanoseconds }; gpu_timeline() = default; ~gpu_timeline(); gpu_timeline(const gpu_timeline &) = delete; gpu_timeline &operator=(const gpu_timeline &) = delete; // starts the frame with its first part. the names are kept as pointers: string literals void begin(char const *Name); // ends the part under way and starts the next one void next(char const *Name); void end(); bool active() const { return m_active; } // parts of the most recent finished frame in the order they came first, the time of parts of the same name added up std::vector const &result(); // from the first mark of that frame to the last uint64_t total() const { return m_total; } private: void collect(); static constexpr size_t SLOTS = 4; static constexpr size_t MARKS = 32; // per frame, the last one included struct frame { std::array queries{}; std::array names{}; size_t count = 0; // marks put bool pending = false; }; std::array m_frames; // slot written by the next begin(), also the oldest one still pending size_t m_slot = 0; bool m_active = false; std::vector m_last; uint64_t m_total = 0; }; }