Transcript GDC 2005
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 Kernel Mode Driver (KMD) Win32 kernel Kernel Mode Dxgkrnl Application D3D Runtime DWM Application Process User Mode Driver (UMD) DWM Process User Mode GPU GPU Scheduler Database 1 Wait DMA Buffer 2 Win32k & dxgkrnl KMD D3D Runtime UMD D3D Runtime UMD Application #1 Command Buffer Application #2 Command Buffer Kernel Mode User Mode What is GPUView? What is GPUView? ● An additional Microsoft performance tool ● ● ● Compliments existing tools Part of the Windows 7 SDK Built on Event Tracing for Windows Perfect for monitoring CPU/GPU interaction (even for multiple GPU setups) ● Allows you to see how well the GPU is being fed ● Supports DX9, DX10 & DX11 on Win7 ● Capturing Data ● Run an elevated command prompt ● ● Start your game in windowed mode ● ● For fullscreen mode perhaps use PsExec from a remote machine Start capturing with log.cmd ● ● ● \Program Files\Microsoft Windows Performance Toolkit\GPUView Capture 10-15 seconds of your game Stop logging with log.cmd Open merged.etl file with GPUView.exe Was this tool created for driver programmers? Navigating the Data ● ● Use the mouse to select a region Ctrl+Z zooms in to a selection ● ● ● ● Z zooms out Use +/- to see more or less detail Ctrl+E opens the event menu Click on objects for additional details ● More on this later… Zooming in… DMA Packet Color Coding Various types of DMA packets may be submitted to the 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 CPU & GPU Queues SW Context CPU Queues (1) Desktop Window Manager packet D3D app stacking up 3 frames of packets 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 DWM GPU Processing DMA Packet 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) (w) = Writable by GPU Preferred memory segment P0 = Preferred P1 = Less P2 = Least 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 ● Threads & Events HW Threads Colored bars represent idle time Gaps represent work Thread Execution ● Thread segments are colored coded: ● ● ● Light blue: Kernel mode Dark blue: dxgkrnl Red: KMD (Kernel Mode Driver) Charts: FPS / Latency / Memory 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 V-Sync Event Case Studies DrawPredicated SDK Sample GPU is busy, no gaps CPU queue is buffering up nicely App thread not saturated DrawPredicated SDK Sample: + blocking occlusion queries GPU is going idle Not enough being queued up App thread fully saturated 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 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 ● Questions?