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Using GPUView to Understand your DirectX 11 Game Jon Story Developer Relations Engineer, AMD. Agenda. Windows Display Driver Model (WDDM) What is GPUView ? CPU & GPU Queues Threads & Events Case Studies Summary. Windows Display Driver Model (WDDM). Graphics & WDDM. Session Space.
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Using GPUView to Understand your DirectX 11 GameJon StoryDeveloper Relations Engineer, AMD
Agenda • Windows Display Driver Model (WDDM) • WhatisGPUView? • CPU & GPU Queues • Threads & Events • Case Studies • Summary
Graphics & WDDM Session Space Kernel Mode Driver (KMD) Kernel Mode Win32 kernel Dxgkrnl Application D3D Runtime DWM User Mode Application Process DWM Process User Mode Driver (UMD)
Feeding the GPU… GPU GPU Scheduler Database 1 2 DMA Buffer Wait Win32k & dxgkrnl KMD Kernel Mode D3D Runtime UMD D3D Runtime UMD Application #1 Command Buffer Application #2 Command Buffer User Mode
What is GPUView? • An additional Microsoft performancetool • Complimentsexistingtools • Part ofthe Windows 7 SDK • Built on Event Tracingfor Windows • Perfectformonitoring CPU/GPU interaction (evenfor multiple GPU setups) • Allowsyoutoseehowwellthe GPU isbeingfed • Supports DX9, DX10 & DX11 on Win7
Capturing Data • Run an elevated command prompt • \Program Files\Microsoft Windows Performance Toolkit\GPUView • Start your game in windowed mode • For fullscreen mode perhaps use PsExec from a remote machine • Start capturing with log.cmd • Capture 10-15 seconds of your game • Stop logging with log.cmd • Open merged.etl file with GPUView.exe
Navigating the Data • Usethemousetoselect a region • Ctrl+Zzooms in to a selection • Z zooms out • Use +/- toseemoreorlessdetail • Ctrl+Eopenstheeventmenu • Click on objectsfor additional details • More on thislater…
DMA Packet Color Coding • Varioustypesof DMA packetsmaybesubmittedtothe GPU: • Red: Paging packet • Black: Preemption packet • Brown: DWM packet • Other Color: Standard packet • Other Color + Cross-Hatch: Present packet
What does a Standard DMA Packet Represent? • Graphics system state objects • Draw commands • References to resource allocations • Textures • Vertex & Index Buffers • Render Targets • Constant Buffers
SW Context CPU Queues (1) D3D app stacking up 3 frames of packets Desktop Window Manager packet
SW Context CPU Queue (2) CPU queue depth is 6 Task submitted to HW queue CPU queue is empty! New Task submitted to CPU queue
SW Context CPU Queues (3) • Objects represent work submitted to a GPU context • Queue is represented through time as a stack • Stack grows on submission of work by the UMD • Stack shrinks as work is completed by the GPU
GPU HW Context Queue (1) Present Packet Preemption packet Queued DMA Packet GPU Processing DMA Packet DWM
GPU HW Context Queue (2) GPU starts working on packet GPU finishes working on packet GPU has no work to do
GPU HW Context Queue (3) • Queue is represented through time as a stack • Stack grows on submission of work by the KMD • Stack shrinks as work is completed by the GPU • Gaps indicate a CPU side bottleneck
Object Selection Represents latency
Object Details (1) Packet type & timing information Allocation references in DMA packet
Object Details (2) Preferred memory segment P0 = Preferred P1 = Less P2 = Least (w) = Writable by GPU
Object Viewer Segment Numbers: 1 = Vid Mem (CPU visible) 2 = Vid Mem (Non visible) 3 = PCI Express Mem Clearly the depth buffer
Paging Buffer Packet • Submitted as the result of a paging operation (perhaps a large texture) • Cause is usually resulting from preparing a DMA buffer • Look at the DMA packet that follows the paging operation
HW Threads Colored bars represent idle time Gaps represent work
Thread Execution • Thread segmentsarecoloredcoded: • Light blue: Kernel mode • Dark blue: dxgkrnl • Red: KMD (Kernel Mode Driver)
Viewing Events • Ctrl+E opens the Event View window • Can track whatever events take your interest • DX- Create / Destroy Allocation • DX Block • Suggests possible resource contention • Perhaps trying to lock an in use buffer
DrawPredicated SDK Sample GPU is busy, no gaps CPU queue is buffering up nicely App thread not saturated
DrawPredicated SDK Sample: + blocking occlusion queries App thread fully saturated Not enough being queued up GPU is going idle
Getting Occlusion Queries Right • Delay picking up results by N frames • Where N = Number of GPUs • May need to artificially inflate occlusion volumes to avoid poping
What else could cause this problem? • Locking a Render Target • Use CopyResource & Staging Textures • This is a queued operation
ContentStreaming SDK Sample (1) Paging packets GPU is going idle
ContentStreaming SDK Sample (2) Large resources not getting preferred segments
Avoiding Paging • Keep your video memory usage under control • Especially in MSAA modes • Drop texture resolution for lower end HW • Avoid excessively large amounts of dynamic data • Textures & Vertex Buffers • If not sure – talk to us!
MultithreadedRendering11 SDK Sample But there is a lot of D3D runtime / driver overhead Additional threads preparing packets
Multi-Threaded Rendering and Deferred Contexts • It is a complex issue • Don‘t expect it to be a magic bullet • Strongly recommend you talk to developer relations from AMD & NVIDIA
Summary • Make sure you‘re keeping the ever hungry GPU fed • Keep track of CPU/GPU interaction • Keep track of your threads • Monitor multi-GPU interaction • Add GPUView to your toolbox
Acknowledgments • Microsoft for creating GPUView • Microsoft for providing background content