# DX11 Gpu profiling with DX11 Queries

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I'm trying to add realtime gpu profiling as explained here:
http://mynameismjp.w...1-with-queries/

I am aware that the results are not going to be as good as those provided by a 'real' profiler,
but I'm looking for something that gives me rough performance values in real-time,
and this seems like a good way to do this.

Unfortunately I've run into a bit of a problem.
Here is what I do:

When I begin a performance block:
- Context->Begin(Disjoint Query)
- Context->End(Timestamp Start Query)

When I end a performance block:
- Context->End(Timestamp End Query)
- Context->End(Disjoint Query)

Then I wait for the queries to be ready (in my case, I just wait 5 frames, during which no further queries are started)
Then I try to get the query data:
-Context->GetData(Timestamp Start Query) -> StartTime
-Context->GetData(Timestamp End Query) -> EndTime
-Context->GetData(Disjoint Query) -> DisjointData

I calculate the delta time and divide by the Disjoint frequency.
Then I release all queries and restart the process.

Here's what I get for the first frame:
StartTime: 1331644297633886016
EndTime: 1331644297634561696
Frequency: 1000000000

Which results in 0.67567998ms
This seems reasonable.

But when I do all of this for any frame after this (for example frame 5) I get:

StartTime: 1331644456765925600
EndTime: 1331644456765910848
Frequency: 1000000000

Which results in -0.014752ms (actually 1.8446744e+013 due to buffer underflow)
Unless my graphics card is breaking the laws of physics, this seems like a rather unreasonable result.

I cannot quite understand why this is happening, after all I'm not re-using old queries or anything.

Here's some code:
void CPerfCounterGPU::Begin( const std::string & Name ) { Verify(Name); auto & ProfileData = Profiles[Name]; if(!ProfileData.QueryStarted) { D3D11_QUERY_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT; Graphics->Device->CreateQuery(&desc, &ProfileData.DisjointQuery); desc.Query = D3D11_QUERY_TIMESTAMP; Graphics->Device->CreateQuery(&desc, &ProfileData.TimestampStartQuery); Graphics->Device->CreateQuery(&desc, &ProfileData.TimestampEndQuery); // Start a disjoint query first Graphics->Context->Begin(ProfileData.DisjointQuery); // Insert the start timestamp Graphics->Context->End(ProfileData.TimestampStartQuery); ProfileData.QueryStarted = true; ProfileData.StartFrame = CurrentFrame; } }

void CPerfCounterGPU::End( const std::string & Name ) { auto & ProfileData = Profiles[Name]; if(ProfileData.QueryStarted && ProfileData.StartFrame == CurrentFrame) { // Insert the end timestamp Graphics->Context->End(ProfileData.TimestampEndQuery); // End the disjoint query Graphics->Context->End(ProfileData.DisjointQuery); } }

Then this gets called after at the end of every frame:
void CPerfCounterGPU::EndFrame() { CurrentFrame++; // Iterate over all of the profiles std::map<std::string, GpuProfileData>::iterator it; for(it = Profiles.begin(); it != Profiles.end(); it++) { auto & ProfileData = (*it).second; // Wait N frames for the query to be ready if(ProfileData.StartFrame + QueryLatency >= CurrentFrame) continue; // Get query data UINT64 StartTime = 0; while(Graphics->Context->GetData(ProfileData.TimestampStartQuery, &StartTime, sizeof(StartTime), 0) != S_OK); UINT64 EndTime = 0; while(Graphics->Context->GetData(ProfileData.TimestampEndQuery, &EndTime, sizeof(EndTime), 0) != S_OK); D3D11_QUERY_DATA_TIMESTAMP_DISJOINT DisjointData; while(Graphics->Context->GetData(ProfileData.DisjointQuery, &DisjointData, sizeof(DisjointData), 0) != S_OK); float Time = 0.0f; if(!DisjointData.Disjoint) { UINT64 Delta = EndTime - StartTime; float Frequency = static_cast<float>(DisjointData.Frequency); Time = (Delta / Frequency) * 1000.0f; } PerfTimes[(*it).first] = Time; // Release Queries and start over ProfileData.Reset(); } }

Any ideas what could be going wrong here?

Cheers,
Hyu

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After some testing I found out that this is actually working.
That is, for every piece of code except for the one I am trying to profile...

I'm trying to profile the dispatch call that generates my procedural planet.
This makes me think that these queries do not work properly when using dispatch calls in between timestamp queries.

I have tested it on another dispatch call, which performs collision detection with the generated planet.
This time it returns positive values, but they are highly unreasonable.
The calculated value jumps between 0.2 and 0.6ms, whereas Nsight indicates a gpu time of 29 microseconds, which is much more reasonable.

With draw calls on the other hand, the calculated values are pretty close to the Nsight ones.

So... I guess I can't do timestamp queries when using compute shaders?

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