Mypal/gfx/thebes/ContextStateTracker.cpp

126 lines
3.5 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* 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 "ContextStateTracker.h"
#include "GLContext.h"
namespace mozilla {
void
ContextStateTrackerOGL::PushOGLSection(GLContext* aGL, const char* aSectionName)
{
if (!profiler_feature_active("gpu")) {
return;
}
if (!aGL->IsSupported(gl::GLFeature::query_objects)) {
return;
}
if (mSectionStack.Length() > 0) {
// We need to end the query since we're starting a new section and restore it
// when this section is finished.
aGL->fEndQuery(LOCAL_GL_TIME_ELAPSED);
Top().mCpuTimeEnd = TimeStamp::Now();
}
ContextState newSection(aSectionName);
GLuint queryObject;
aGL->fGenQueries(1, &queryObject);
newSection.mStartQueryHandle = queryObject;
newSection.mCpuTimeStart = TimeStamp::Now();
aGL->fBeginQuery(LOCAL_GL_TIME_ELAPSED_EXT, queryObject);
mSectionStack.AppendElement(newSection);
}
void
ContextStateTrackerOGL::PopOGLSection(GLContext* aGL, const char* aSectionName)
{
// We might have ignored a section start if we started profiling
// in the middle section. If so we will ignore this unmatched end.
if (mSectionStack.Length() == 0) {
return;
}
int i = mSectionStack.Length() - 1;
MOZ_ASSERT(strcmp(mSectionStack[i].mSectionName, aSectionName) == 0);
aGL->fEndQuery(LOCAL_GL_TIME_ELAPSED);
mSectionStack[i].mCpuTimeEnd = TimeStamp::Now();
mCompletedSections.AppendElement(mSectionStack[i]);
mSectionStack.RemoveElementAt(i);
if (i - 1 >= 0) {
const char* sectionToRestore = Top().mSectionName;
// We need to restore the outer section
// Well do this by completing this section and adding a new
// one with the same name
mCompletedSections.AppendElement(Top());
mSectionStack.RemoveElementAt(i - 1);
ContextState newSection(sectionToRestore);
GLuint queryObject;
aGL->fGenQueries(1, &queryObject);
newSection.mStartQueryHandle = queryObject;
newSection.mCpuTimeStart = TimeStamp::Now();
aGL->fBeginQuery(LOCAL_GL_TIME_ELAPSED_EXT, queryObject);
mSectionStack.AppendElement(newSection);
}
Flush(aGL);
}
void
ContextStateTrackerOGL::Flush(GLContext* aGL)
{
TimeStamp now = TimeStamp::Now();
while (mCompletedSections.Length() != 0) {
// On mac we see QUERY_RESULT_AVAILABLE cause a GL flush if we query it
// too early. For profiling we rather have the last 200ms of data missing
// while causing let's measurement distortions.
if (mCompletedSections[0].mCpuTimeEnd + TimeDuration::FromMilliseconds(200) > now) {
break;
}
GLuint handle = mCompletedSections[0].mStartQueryHandle;
// We've waiting 200ms, content rendering at > 20 FPS will be ready. We
// shouldn't see any flushes now.
GLuint returned = 0;
aGL->fGetQueryObjectuiv(handle, LOCAL_GL_QUERY_RESULT_AVAILABLE, &returned);
if (!returned) {
break;
}
GLuint gpuTime = 0;
aGL->fGetQueryObjectuiv(handle, LOCAL_GL_QUERY_RESULT, &gpuTime);
aGL->fDeleteQueries(1, &handle);
mCompletedSections.RemoveElementAt(0);
}
}
void
ContextStateTrackerOGL::DestroyOGL(GLContext* aGL)
{
while (mCompletedSections.Length() != 0) {
GLuint handle = (GLuint)mCompletedSections[0].mStartQueryHandle;
aGL->fDeleteQueries(1, &handle);
mCompletedSections.RemoveElementAt(0);
}
}
} // namespace mozilla