Notes
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- Added statistics recording for shader sets, blend state sets, depth/stencil state sets, rasterization state sets, and output merger/UAV sets.
- Some muddling of things like UAVs into the outputs set... additional "null" sets will be recorded and things, will clean that up in a future change.
- Added missing CS SRV set to the resources statistics.
- Added GetFrameStats() helper to simplify some prolog boilerplate.
- Hoist some of the histogram code out into a helper method, also hoist out the API summary to try to clean that messiness up.
- Change how the API call numbers are calculated--it's now just the API calls as distinct from draw/dispatches. Additionally the ratio is gainst the "pure" API call number, not with draws/dispatches included.
TODO
======
- Figure out where the missing ~4k API calls are in my game captures vs the numbers I'm seeing.
* I think eyes are just more use to parsing legal identifier characters
(like _s) rather than {}s syntax. It feels like it's probably more
readable overall, although there's more of a risk of it blending into
the names in the original code
Notes
======
- Create a (hopefully) cross-backend performance statistics abstraction as part of FetchFrameInfo. This currently collects statistics about constant buffer binds, sampler binds, resource binds, client and server style resource updates (e.g. Map and UpdateSubresource), index & vertex buffer binds, and draws and dispatches. In my captures this covers approximately half of all API traffic. The rest is often shader sets, and then usual RS, OM, etc., that aren't currently tracked. During READING state parsing on the wrapped device context, record statistics about the calls and store them into the current frame info. We inspect objects occasionally to get things like their type for recording. It may be useful to expand this in the future to check bind types, etc. On the GL/Vulkan backends the stats data is never initialized and we display the same statistics data as before.
- Add a new statistics pane in the UI. A variety of shim arbitration/marshalling is provided to get the statistics data across the managed/native boundary. Removed the old statistics menu item. Currently the statistics pane is just a text log of various gathered data, with ASCII art (woo!) histograms. However in the future we would like to have image based historgrams as well as support for gathering statistics on a mask of stages, etc.
- Remove 'diagnostic' events (e.g. push/pop/marker) from the API call count as it distorts the API:draw call ratio.
- Add _First and _Count to ShaderResourceType and ShaderStageType for weak enumeration (weak due to int cast requirement).
- Provide utility functions Log2Floor for 32 and 64 bit types. These require OS specific clz, which are provided for Windows/VS and Linux/gcc/clang.
TODO
======
- UI toolkit based historgram, ability to set stages enabled for statistics, etc.
- Revisit necessity of gathering statistics across frames--apparently there is no multi-frame capture in a single log anymore?
- Revisit min/max/etc. gathering on the data--is there some way to improve this to not be so mechanical? Perhaps with field enumeration? However if moving to C++/Qt in future, possibly not a good time investment.
* When I went to explain to someone why the target was named Profile and
not Debug as you might expect, I realised the reasons were entirely
opaque and historical. So instead, rename it to Development since that
is really what it's for - any profiling would be done in Release mode.