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Diffstat (limited to 'intern/cycles/util/util_profiling.h')
-rw-r--r--intern/cycles/util/util_profiling.h175
1 files changed, 175 insertions, 0 deletions
diff --git a/intern/cycles/util/util_profiling.h b/intern/cycles/util/util_profiling.h
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+/*
+ * Copyright 2011-2018 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef __UTIL_PROFILING_H__
+#define __UTIL_PROFILING_H__
+
+#include <atomic>
+
+#include "util/util_foreach.h"
+#include "util/util_map.h"
+#include "util/util_thread.h"
+#include "util/util_vector.h"
+
+CCL_NAMESPACE_BEGIN
+
+enum ccl_try_align(16) ProfilingEvent : uint32_t {
+ PROFILING_UNKNOWN,
+ PROFILING_RAY_SETUP,
+ PROFILING_PATH_INTEGRATE,
+ PROFILING_SCENE_INTERSECT,
+ PROFILING_INDIRECT_EMISSION,
+ PROFILING_VOLUME,
+ PROFILING_SHADER_SETUP,
+ PROFILING_SHADER_EVAL,
+ PROFILING_SHADER_APPLY,
+ PROFILING_AO,
+ PROFILING_SUBSURFACE,
+ PROFILING_CONNECT_LIGHT,
+ PROFILING_SURFACE_BOUNCE,
+ PROFILING_WRITE_RESULT,
+
+ PROFILING_INTERSECT,
+ PROFILING_INTERSECT_LOCAL,
+ PROFILING_INTERSECT_SHADOW_ALL,
+ PROFILING_INTERSECT_VOLUME,
+ PROFILING_INTERSECT_VOLUME_ALL,
+
+ PROFILING_CLOSURE_EVAL,
+ PROFILING_CLOSURE_SAMPLE,
+ PROFILING_CLOSURE_VOLUME_EVAL,
+ PROFILING_CLOSURE_VOLUME_SAMPLE,
+
+ PROFILING_DENOISING,
+ PROFILING_DENOISING_CONSTRUCT_TRANSFORM,
+ PROFILING_DENOISING_RECONSTRUCT,
+ PROFILING_DENOISING_DIVIDE_SHADOW,
+ PROFILING_DENOISING_NON_LOCAL_MEANS,
+ PROFILING_DENOISING_COMBINE_HALVES,
+ PROFILING_DENOISING_GET_FEATURE,
+ PROFILING_DENOISING_DETECT_OUTLIERS,
+
+ PROFILING_NUM_EVENTS,
+};
+
+/* Contains the current execution state of a worker thread.
+ * These values are constantly updated by the worker.
+ * Periodically the profiler thread will wake up, read them
+ * and update its internal counters based on it.
+ *
+ * Atomics aren't needed here since we're only doing direct
+ * writes and reads to (4-byte-aligned) uint32_t, which is
+ * guaranteed to be atomic on x86 since the 486.
+ * Memory ordering is not guaranteed but does not matter.
+ *
+ * And even on other architectures, the extremely rare corner
+ * case of reading an intermediate state could at worst result
+ * in a single incorrect sample. */
+struct ProfilingState {
+ volatile uint32_t event = PROFILING_UNKNOWN;
+ volatile int32_t shader = -1;
+ volatile int32_t object = -1;
+ volatile bool active = false;
+
+ vector<uint64_t> shader_hits;
+ vector<uint64_t> object_hits;
+};
+
+class Profiler {
+public:
+ Profiler();
+ ~Profiler();
+
+ void reset(int num_shaders, int num_objects);
+
+ void start();
+ void stop();
+
+ void add_state(ProfilingState *state);
+ void remove_state(ProfilingState *state);
+
+ uint64_t get_event(ProfilingEvent event);
+ bool get_shader(int shader, uint64_t &samples, uint64_t &hits);
+ bool get_object(int object, uint64_t &samples, uint64_t &hits);
+
+protected:
+ void run();
+
+ /* Tracks how often the worker was in each ProfilingEvent while sampling,
+ * so multiplying the values by the sample frequency (currently 1ms)
+ * gives the approximate time spent in each state. */
+ vector<uint64_t> event_samples;
+ vector<uint64_t> shader_samples;
+ vector<uint64_t> object_samples;
+
+ /* Tracks the total amounts every object/shader was hit.
+ * Used to evaluate relative cost, written by the render thread.
+ * Indexed by the shader and object IDs that the kernel also uses
+ * to index __object_flag and __shaders. */
+ vector<uint64_t> shader_hits;
+ vector<uint64_t> object_hits;
+
+ volatile bool do_stop_worker;
+ thread *worker;
+
+ thread_mutex mutex;
+ vector<ProfilingState*> states;
+};
+
+class ProfilingHelper {
+public:
+ ProfilingHelper(ProfilingState *state, ProfilingEvent event)
+ : state(state)
+ {
+ previous_event = state->event;
+ state->event = event;
+ }
+
+ inline void set_event(ProfilingEvent event)
+ {
+ state->event = event;
+ }
+
+ inline void set_shader(int shader)
+ {
+ state->shader = shader;
+ if(state->active) {
+ assert(shader < state->shader_hits.size());
+ state->shader_hits[shader]++;
+ }
+ }
+
+ inline void set_object(int object)
+ {
+ state->object = object;
+ if(state->active) {
+ assert(object < state->object_hits.size());
+ state->object_hits[object]++;
+ }
+ }
+
+ ~ProfilingHelper()
+ {
+ state->event = previous_event;
+ }
+private:
+ ProfilingState *state;
+ uint32_t previous_event;
+};
+
+CCL_NAMESPACE_END
+
+#endif /* __UTIL_PROFILING_H__ */