]> git.sesse.net Git - nageru/commitdiff
Add much more detailed GPU timers.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Fri, 20 Jul 2018 10:33:24 +0000 (12:33 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Fri, 20 Jul 2018 20:17:02 +0000 (22:17 +0200)
flow.cpp

index 06d29d847325fe9d7283c198132939d2297abe5f..b66642dbbc0c97cdae7bc769f9264d764dabbad7 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -21,6 +21,7 @@
 
 #include <algorithm>
 #include <memory>
+#include <vector>
 
 #define BUFFER_OFFSET(i) ((char *)nullptr + (i))
 
@@ -794,6 +795,86 @@ void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_wid
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
 
+class GPUTimers {
+public:
+       void print();
+       pair<GLuint, GLuint> begin_timer(const string &name, int level);
+
+private:
+       struct Timer {
+               string name;
+               int level;
+               pair<GLuint, GLuint> query;
+       };
+       vector<Timer> timers;
+};
+
+pair<GLuint, GLuint> GPUTimers::begin_timer(const string &name, int level)
+{
+       GLuint queries[2];
+       glGenQueries(2, queries);
+       glQueryCounter(queries[0], GL_TIMESTAMP);
+
+       Timer timer;
+       timer.name = name;
+       timer.level = level;
+       timer.query.first = queries[0];
+       timer.query.second = queries[1];
+       timers.push_back(timer);
+       return timer.query;
+}
+
+void GPUTimers::print()
+{
+       for (const Timer &timer : timers) {
+               // NOTE: This makes the CPU wait for the GPU.
+               GLuint64 time_start, time_end;
+               glGetQueryObjectui64v(timer.query.first, GL_QUERY_RESULT, &time_start);
+               glGetQueryObjectui64v(timer.query.second, GL_QUERY_RESULT, &time_end);
+               //fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
+               for (int i = 0; i < timer.level * 2; ++i) {
+                       fprintf(stderr, " ");
+               }
+               fprintf(stderr, "%-30s %4.1f ms\n", timer.name.c_str(), (time_end - time_start) / 1e6);
+       }
+}
+
+// A simple RAII class for timing until the end of the scope.
+class ScopedTimer {
+public:
+       ScopedTimer(const string &name, GPUTimers *timers)
+               : timers(timers), level(0)
+       {
+               query = timers->begin_timer(name, level);
+       }
+
+       ScopedTimer(const string &name, ScopedTimer *parent_timer)
+               : timers(parent_timer->timers),
+                 level(parent_timer->level + 1)
+       {
+               query = timers->begin_timer(name, level);
+       }
+
+       ~ScopedTimer()
+       {
+               end();
+       }
+
+       void end()
+       {
+               if (!ended) {
+                       glQueryCounter(query.second, GL_TIMESTAMP);
+                       ended = true;
+               }
+       }
+
+private:
+       GPUTimers *timers;
+       int level;
+       pair<GLuint, GLuint> query;
+       bool ended = false;
+};
+
 int main(void)
 {
        if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
@@ -875,7 +956,14 @@ int main(void)
        glGenQueries(1, &query);
        glBeginQuery(GL_TIME_ELAPSED, query);
 
+       GPUTimers timers;
+
+       ScopedTimer total_timer("Total", &timers);
        for (int level = coarsest_level; level >= int(finest_level); --level) {
+               char timer_name[256];
+               snprintf(timer_name, sizeof(timer_name), "Level %d", level);
+               ScopedTimer level_timer(timer_name, &total_timer);
+
                int level_width = WIDTH >> level;
                int level_height = HEIGHT >> level;
                float patch_spacing_pixels = patch_size_pixels * (1.0f - patch_overlap_ratio);
@@ -899,7 +987,10 @@ int main(void)
                glTextureStorage2D(grad0_tex, 1, GL_RG16F, level_width, level_height);
 
                // Find the derivative.
-               sobel.exec(tex0_view, grad0_tex, level_width, level_height);
+               {
+                       ScopedTimer timer("Sobel", &level_timer);
+                       sobel.exec(tex0_view, grad0_tex, level_width, level_height);
+               }
 
                // Motion search to find the initial flow. We use the flow from the previous
                // level (sampled bilinearly; no fancy tricks) as a guide, then search from there.
@@ -910,7 +1001,10 @@ int main(void)
                glTextureStorage2D(flow_out_tex, 1, GL_RGB16F, width_patches, height_patches);
 
                // And draw.
-               motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, width_patches, height_patches);
+               {
+                       ScopedTimer timer("Motion search", &level_timer);
+                       motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, width_patches, height_patches);
+               }
 
                // Densification.
 
@@ -920,10 +1014,13 @@ int main(void)
                glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
 
                // And draw.
-               densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);
+               {
+                       ScopedTimer timer("Densification", &level_timer);
+                       densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);
+               }
 
                // Everything below here in the loop belongs to variational refinement.
-               // It is not done yet.
+               ScopedTimer varref_timer("Variational refinement", &level_timer);
 
                // Prewarping; create I and I_t.
                GLuint I_tex, I_t_tex;
@@ -931,7 +1028,10 @@ int main(void)
                glCreateTextures(GL_TEXTURE_2D, 1, &I_t_tex);
                glTextureStorage2D(I_tex, 1, GL_R16F, level_width, level_height);
                glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height);
-               prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
+               {
+                       ScopedTimer timer("Prewarping", &varref_timer);
+                       prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
+               }
 
                // Calculate I_x and I_y. We're only calculating first derivatives;
                // the others will be taken on-the-fly in order to sample from fewer
@@ -943,7 +1043,10 @@ int main(void)
                glCreateTextures(GL_TEXTURE_2D, 1, &beta_0_tex);
                glTextureStorage2D(I_x_y_tex, 1, GL_RG16F, level_width, level_height);
                glTextureStorage2D(beta_0_tex, 1, GL_R16F, level_width, level_height);
-               derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height);
+               {
+                       ScopedTimer timer("First derivatives", &varref_timer);
+                       derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height);
+               }
 
                // We need somewhere to store du and dv (the flow increment, relative
                // to the non-refined base flow u0 and v0). It starts at zero.
@@ -967,33 +1070,38 @@ int main(void)
                for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
                        // Calculate the smoothness terms between the neighboring pixels,
                        // both in x and y direction.
-                       compute_smoothness.exec(dense_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+                       {
+                               ScopedTimer timer("Compute smoothness", &varref_timer);
+                               compute_smoothness.exec(dense_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+                       }
 
                        // Set up the 2x2 equation system for each pixel.
-                       setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, dense_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+                       {
+                               ScopedTimer timer("Set up equations", &varref_timer);
+                               setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, dense_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+                       }
 
                        // Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
                        // Note that these are to/from the same texture.
-                       sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5);
+                       {
+                               ScopedTimer timer("SOR", &varref_timer);
+                               sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5);
+                       }
                }
 
                // Add the differential flow found by the variational refinement to the base flow,
                // giving the final flow estimate for this level.
                // The output is in diff_flow_tex; we don't need to make a new texture.
-               add_base_flow.exec(dense_flow_tex, du_dv_tex, level_width, level_height);
+               {
+                       ScopedTimer timer("Add differential flow", &varref_timer);
+                       add_base_flow.exec(dense_flow_tex, du_dv_tex, level_width, level_height);
+               }
 
                prev_level_flow_tex = du_dv_tex;
        }
-       glEndQuery(GL_TIME_ELAPSED);
-
-       GLint available;
-       do {
-               glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &available);
-               usleep(1000);
-       } while (!available);
-       GLuint64 time_elapsed;
-       glGetQueryObjectui64v(query, GL_QUERY_RESULT, &time_elapsed);
-       fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
+       total_timer.end();
+
+       timers.print();
 
        int level_width = WIDTH >> finest_level;
        int level_height = HEIGHT >> finest_level;