Over the past few weeks, some of our readers have encountered a known bug in the Directx 9 Profiler. There are a number of factors that can cause this problem. Let’s discuss it now.
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- 47 minutes to read.
- Accurate profiling is difficult for Direct3D
- How the Direct3D render sequence creates an accurate profile
- Profiling Direct3D State Changes
( API) calls. If you have done this but have received results that differ from render sequence to render sequence, or if you suspect the experiment will not match actual experimental solutions, the following information may help you understand why.
Information provided herebased entirely on the assumption that you have knowledge and experience in the following areas:
- C / C ++ Programming
- Direct3D API Programming
- Time Measurement API
- Video card, then driver software.
- Possible unexplained results outside of profiling experience.
Accurate Direct3D Profiling Is Difficult
The profiler reports the time taken for each API call. Ultimately, this should improve performance by detecting and removing hotspots. There are several possible types of profiling and profiling methods.
- The Selective Profiler is idle most of the time and runs at regular intervals to sample (or log positively) what it does. It shows the percentage of time spent on approximately every call. In general, sampling from a profiler is certainly very invasive to an application and has minimal impact on the entire application.
- The tool profiler measures the actual event required to completeia call. This requires compiling the start-stop delimiters in the application. Toolkit is literally a profiler, which is comparatively more invasive to the application than a sample profiler.
- You can also use a custom profiling technique with a significant high performance timer. This result is very similar to that of the instrumental profiler.
The type outside of the profiler or the profiling method used is simply a task function that generates certain metrics.
Profiling gives you answers to help you budget for your clients’ work. For example, suppose you know that it takes, on average, a thousand wall clock cycles to make an API call. You may require some level of performance inference, for example:
- There is a limitation on a 2 GHz processor (which spends 50 percent of its rendering time) that can call this API 1 million times per second.
- To get 30 frames per second, you cannot call this API multiple times to get 33,000times per frame.
- You can keep a maximum of 3.3000 objects per (assuming frame 10 of this API type invokes the display sequence for each object).
In other words, if you have enough minutes to call the API, you can ask a question about the budget for parameters such as the number of primitives that can be displayed interactively. But the raw numbers returned by the awesome tool profiler cannot accurately answer questions about cost management. This is because the graphical direction has complex design issues such as the number of components that need to run, the number of processors that dominate the workflow between components, and in addition to optimization strategies implemented in the pilot at runtime and therefore can make the pipeline more efficient at design time.
Each API Calls Through Multiple Components
Each call must come from multiple components due to the graphics card application. For example, racesLet’s look at the following rendering sequence, which includes two calls to draw one triangle:
define texture (...);DrawPrimitive (D3DPT_TRIANGLELIST, 0, 1);
The following concept diagram shows the various human components that calls must always go through.
The application calls What Direct3d, manipulates the human scene, handles user interaction, and learns how rendering is performed. All of this work is specified in the render sequence, which experts say is dispatched at runtime using Direct3D API calls. The rendering sequence is just hardware independent (i.e. the phone API calls are hardware independent, but know the features supported by the main video card).
The runtime converts these calls to a device-independent format. The runtime handles all this special communication between the application and this driver, so that the application will run on multiple compatible home enhancements (depending on which features requireXia). When a single function call is measured, the instrumentation profiler keeps track of how much time it spent on the job and how long the function returned. A limitation of the proprietary tool profiler is that it does not take into account the time it takes for a golf club to send the output to the graphics card, as well as the time it takes to view the graphics card. In other words, a standard instrumentation profiler to help you assign all correlated work to each function call.
The driver software allows you to use the specific hardware knowledge of the Video Tarot card to convert a device-independent command sequence into a completely new video card command sequence. Drivers can also optimize the order in which commands are sent to the video card, so rendering to the video card is really efficient. These adjustments can create profiling issues because the amount of work learned is not what it looks (you may need to find out any adjustments to accommodate this). The driver usually takes over control of the execution before its graphics card processes any important commands.
The graphics card does most of the rest of the rendering, combining data from the base vertex and index buffers, textures, rendering information, and graphics controls.
Every Direct3D API call must be made by a handled component (runtime, driver, and most of the graphics card) to render something.
Components Are Controlled By Multiple Processors
The relationship between these components is even more complex because an application, runtime, and driver are almost always controlled by a single processor, and a video card is controlled by a single processor. The following diagram shows two types of processors: central processing unit (CPU) and graphics processing unit (GPU).
PC gadgets include at least one processor and one GPU, but may also include several or both. Processors are usually found on the motherboard, while GPUs are either motherboard, or possibly a video card. The CPU speed is determined by the wall clock chip on the motherboard, while the GPU boost is determined by the individual real clock.
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