feat: RenderGraph GPU timestamp profiling
- RG::SetQueryPool 可选注入;Execute 期每 pass 前后各写一枚 writeTimestamp2(BOTTOM_OF_PIPE),索引按帧槽位分区 + 执行序排布 - 每帧录制开头 reset 本槽位查询区间(上一轮结果已在 fence 等待后读取) - Renderer 在 WaitFence 后读 64bit 结果换算毫秒(timestampPeriod 缓存), 经 GetPassNames/GetPassGpuMs 透出给 ImGui 面板显示 - 每槽位首帧跳过读取(查询尚未 primed,避免 VUID-09401)
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@@ -607,14 +607,46 @@ namespace Engine::RG {
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return entry.physical[frameSlot]->view;
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}
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void RenderGraph::SetQueryPool(vk::QueryPool pool, u32 queriesPerFrame)
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{
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m_QueryPool = pool;
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m_QueriesPerFrame = queriesPerFrame;
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}
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std::vector<std::string> RenderGraph::GetPassNames() const
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{
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std::vector<std::string> names;
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names.reserve(m_ExecutionOrder.size());
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for (const u32 passIdx : m_ExecutionOrder) {
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names.push_back(m_Passes[passIdx].name);
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}
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return names;
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}
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// ---------- 执行 ----------
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void RenderGraph::Execute(const FrameContext& frame)
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{
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// GPU timestamp:可选。池由 Renderer 创建注入;每帧开头重置本槽位
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// 区间(上一轮结果已在 fence 等待后被读取),每个 pass 前后各一枚
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// 时间戳(BOTTOM_OF_PIPE),索引按执行序排布
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u32 tsPos = 0;
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if (m_QueryPool) {
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frame.cmd.resetQueryPool(m_QueryPool,
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frame.frameSlot * m_QueriesPerFrame,
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m_QueriesPerFrame);
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}
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for (const u32 passIdx : m_ExecutionOrder) {
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auto& pass = m_Passes[passIdx];
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if (pass.culled) continue;
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if (m_QueryPool) {
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frame.cmd.writeTimestamp2(
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vk::PipelineStageFlagBits2::eBottomOfPipe,
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m_QueryPool, frame.frameSlot * m_QueriesPerFrame + tsPos * 2);
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}
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// barrier:按槽位状态挑选变体,批量提交
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m_ScratchBarriers.clear();
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for (const auto& bp : pass.barriers) {
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@@ -652,6 +684,13 @@ namespace Engine::RG {
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ctx.graph = this;
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pass.exec(ctx);
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}
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if (m_QueryPool) {
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frame.cmd.writeTimestamp2(
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vk::PipelineStageFlagBits2::eBottomOfPipe,
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m_QueryPool, frame.frameSlot * m_QueriesPerFrame + tsPos * 2 + 1);
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}
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++tsPos;
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}
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}
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