File size: 8,463 Bytes
5506acb | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 | // perf2.cpp — native (HLSL compute) SVR upscale performance, no CUDA/interop.
// Renders the expensive scene to eye targets at full res and at renderScale R
// (D3D timestamp timed), then reconstructs R -> full with the HLSL compute
// port of the kernel (also D3D timestamp timed, same clock). Reports the net
// frame speedup against the pixel-count ceiling. This is the in-game path:
// everything stays in D3D11, so there is no bridge tax to pay.
#include <d3d11.h>
#include <d3dcompiler.h>
#include <cstdint>
#include <cstdio>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dcompiler.lib")
static const char* kScene = R"(
cbuffer CB : register(b0) { float4 p; }
struct VSOut { float4 pos : SV_Position; float2 uv : TEXCOORD0; };
VSOut vs(uint id : SV_VertexID){ VSOut o; float2 xy=float2((id<<1)&2,id&2);
o.pos=float4(xy*2.0-1.0,0,1); o.uv=xy; return o; }
float hash(float2 n){ return frac(sin(dot(n,float2(12.9898,78.233)))*43758.5453); }
float vn(float2 x){ float2 i=floor(x),f=frac(x); f=f*f*(3-2*f);
float a=hash(i),b=hash(i+float2(1,0)),c=hash(i+float2(0,1)),d=hash(i+float2(1,1));
return lerp(lerp(a,b,f.x),lerp(c,d,f.x),f.y); }
float4 ps(VSOut v):SV_Target{ float2 uv=v.uv*p.yz*0.02; float2 q=uv;
float acc=0,amp=0.5; int N=(int)p.x;
[loop] for(int i=0;i<N;i++){ q+=float2(vn(q*1.7+p.w),vn(q*1.7-p.w))*0.35;
acc+=amp*vn(q); amp*=0.6; q*=1.9; }
return float4(0.5+0.5*cos(6.2831*(acc+float3(0,0.33,0.67))),1); }
)";
static ID3DBlob* compile(const char* src, const char* entry, const char* tgt) {
ID3DBlob *b = nullptr, *e = nullptr;
if (FAILED(D3DCompile(src, strlen(src), 0, 0, 0, entry, tgt, 0, 0, &b, &e))) {
printf("compile %s: %s\n", entry, e ? (char*)e->GetBufferPointer() : "?");
return nullptr;
}
return b;
}
static char* slurp(const char* path) {
FILE* f = fopen(path, "rb");
if (!f) return nullptr;
fseek(f, 0, SEEK_END); long n = ftell(f); fseek(f, 0, SEEK_SET);
char* s = (char*)malloc(n + 1); fread(s, 1, n, f); s[n] = 0; fclose(f);
return s;
}
struct RT {
ID3D11Texture2D* tex = nullptr;
ID3D11RenderTargetView* rtv = nullptr;
ID3D11ShaderResourceView* srv = nullptr;
ID3D11UnorderedAccessView* uav = nullptr;
};
static RT mkrt(ID3D11Device* d, int w, int h) {
RT r;
D3D11_TEXTURE2D_DESC td = {};
td.Width = w; td.Height = h; td.MipLevels = 1; td.ArraySize = 1;
td.Format = DXGI_FORMAT_R8G8B8A8_UNORM; td.SampleDesc.Count = 1;
td.Usage = D3D11_USAGE_DEFAULT;
td.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE |
D3D11_BIND_UNORDERED_ACCESS;
d->CreateTexture2D(&td, nullptr, &r.tex);
d->CreateRenderTargetView(r.tex, nullptr, &r.rtv);
d->CreateShaderResourceView(r.tex, nullptr, &r.srv);
d->CreateUnorderedAccessView(r.tex, nullptr, &r.uav);
return r;
}
struct SvrCB { uint32_t sw, sh, dw, dh; float cx, cy, r0, r1; float sharp, p0, p1, p2; };
int main() {
ID3D11Device* dev = nullptr; ID3D11DeviceContext* ctx = nullptr;
D3D_FEATURE_LEVEL fl;
if (FAILED(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0,
nullptr, 0, D3D11_SDK_VERSION, &dev, &fl, &ctx))) {
printf("device create failed\n"); return 1; }
ID3DBlob* vsb = compile(kScene, "vs", "vs_5_0");
ID3DBlob* psb = compile(kScene, "ps", "ps_5_0");
if (!vsb || !psb) return 1;
ID3D11VertexShader* vs = nullptr; ID3D11PixelShader* ps = nullptr;
dev->CreateVertexShader(vsb->GetBufferPointer(), vsb->GetBufferSize(), 0, &vs);
dev->CreatePixelShader(psb->GetBufferPointer(), psb->GetBufferSize(), 0, &ps);
// Resolve the shader from SVR_HLSL, then the repo-relative locations.
const char* cands[] = { getenv("SVR_HLSL"), "svr_upscale.hlsl",
"..\\game\\svr_upscale.hlsl", "game\\svr_upscale.hlsl" };
char* csrc = nullptr;
for (const char* c : cands) if (c && (csrc = slurp(c))) break;
if (!csrc) { printf("cannot find svr_upscale.hlsl (set SVR_HLSL)\n"); return 1; }
ID3DBlob* csb = compile(csrc, "main", "cs_5_0");
if (!csb) return 1;
ID3D11ComputeShader* cs = nullptr;
dev->CreateComputeShader(csb->GetBufferPointer(), csb->GetBufferSize(), 0, &cs);
D3D11_BUFFER_DESC bd = {}; bd.ByteWidth = 16; bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
ID3D11Buffer* scb = nullptr; dev->CreateBuffer(&bd, nullptr, &scb);
bd.ByteWidth = sizeof(SvrCB);
ID3D11Buffer* ucb = nullptr; dev->CreateBuffer(&bd, nullptr, &ucb);
D3D11_RASTERIZER_DESC rd = {}; rd.FillMode = D3D11_FILL_SOLID; rd.CullMode = D3D11_CULL_NONE;
ID3D11RasterizerState* rs = nullptr; dev->CreateRasterizerState(&rd, &rs);
ID3D11Query *qd = nullptr, *q0 = nullptr, *q1 = nullptr;
D3D11_QUERY_DESC dd = {D3D11_QUERY_TIMESTAMP_DISJOINT, 0}; dev->CreateQuery(&dd, &qd);
D3D11_QUERY_DESC tq = {D3D11_QUERY_TIMESTAMP, 0};
dev->CreateQuery(&tq, &q0); dev->CreateQuery(&tq, &q1);
auto scene = [&](RT& L, RT& R, int w, int h, int oct) {
float p[4] = {(float)oct, (float)w, (float)h, 1.3f};
ctx->UpdateSubresource(scb, 0, 0, p, 0, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(nullptr);
ctx->VSSetShader(vs, 0, 0); ctx->VSSetConstantBuffers(0, 1, &scb);
ctx->PSSetShader(ps, 0, 0); ctx->PSSetConstantBuffers(0, 1, &scb);
ctx->RSSetState(rs);
D3D11_VIEWPORT vp = {0, 0, (float)w, (float)h, 0, 1}; ctx->RSSetViewports(1, &vp);
RT* e[2] = {&L, &R};
for (int i = 0; i < 2; ++i) { ctx->OMSetRenderTargets(1, &e[i]->rtv, nullptr); ctx->Draw(3, 0); }
};
auto upscale = [&](RT& sL, RT& sR, int iw, int ih, RT& dL, RT& dR, int ow, int oh) {
SvrCB u = {(uint32_t)iw,(uint32_t)ih,(uint32_t)ow,(uint32_t)oh,
0.5f*ow,0.5f*oh, 0.55f*0.65f*oh, 0.65f*oh, 0.4f, 0,0,0};
ctx->CSSetShader(cs, 0, 0);
RT* s[2] = {&sL, &sR}; RT* d[2] = {&dL, &dR};
float cxs[2] = {0.46f, 0.54f};
for (int i = 0; i < 2; ++i) {
u.cx = cxs[i] * ow;
ctx->UpdateSubresource(ucb, 0, 0, &u, 0, 0);
ctx->CSSetConstantBuffers(0, 1, &ucb);
ctx->CSSetShaderResources(0, 1, &s[i]->srv);
ID3D11UnorderedAccessView* uav = d[i]->uav;
ctx->CSSetUnorderedAccessViews(0, 1, &uav, nullptr);
ctx->Dispatch((ow + 7) / 8, (oh + 7) / 8, 1);
ID3D11UnorderedAccessView* nu = nullptr;
ctx->CSSetUnorderedAccessViews(0, 1, &nu, nullptr);
}
};
auto gpu_ms = [&](auto&& fn) -> double {
for (int i = 0; i < 3; ++i) fn(); ctx->Flush();
double best = 1e30;
for (int rep = 0; rep < 12; ++rep) {
ctx->Begin(qd); ctx->End(q0); fn(); ctx->End(q1); ctx->End(qd); ctx->Flush();
D3D11_QUERY_DATA_TIMESTAMP_DISJOINT dj; UINT64 a, b;
while (ctx->GetData(qd, &dj, sizeof(dj), 0) != S_OK) {}
while (ctx->GetData(q0, &a, sizeof(a), 0) != S_OK) {}
while (ctx->GetData(q1, &b, sizeof(b), 0) != S_OK) {}
if (dj.Disjoint) continue;
double ms = 1000.0 * (double)(b - a) / (double)dj.Frequency;
if (ms < best) best = ms;
}
return best;
};
struct Res { int w, h; const char* name; };
Res shapes[] = { {1440,1600,"Quest3 low"}, {2016,2240,"Quest3 med"}, {2464,2736,"Quest3 high"} };
float scales[] = { 0.90f, 0.77f, 0.67f, 0.59f };
int octs[] = { 8, 16, 24 };
printf("Native HLSL SVR upscale, no CUDA/interop (GPU timestamps, per frame = 2 eyes)\n\n");
for (auto& sh : shapes) {
RT fL = mkrt(dev, sh.w, sh.h), fR = mkrt(dev, sh.w, sh.h);
printf("== %s %dx%d/eye ==\n", sh.name, sh.w, sh.h);
printf("%6s %7s | %8s %9s %8s %8s | %8s %8s\n",
"scale","pix%","full ms","scaled ms","upsc ms","frame ms","speedup","ceiling");
for (float sc : scales) {
int rw = (int)(sh.w * sc + 0.5f), rh = (int)(sh.h * sc + 0.5f);
RT rL = mkrt(dev, rw, rh), rR = mkrt(dev, rw, rh);
double pixr = (double)(rw * rh) / (double)(sh.w * sh.h);
for (int oct : octs) {
double tf = gpu_ms([&]{ scene(fL, fR, sh.w, sh.h, oct); });
double ts = gpu_ms([&]{ scene(rL, rR, rw, rh, oct); });
double tu = gpu_ms([&]{ upscale(rL, rR, rw, rh, fL, fR, sh.w, sh.h); });
double frame = ts + tu;
printf("%5.2f %6.1f%% | %8.3f %9.3f %8.3f %8.3f | %7.2fx %7.2fx (oct %d)\n",
sc, 100.0 * pixr, tf, ts, tu, frame, tf / frame, 1.0 / pixr, oct);
}
rL.tex->Release(); rR.tex->Release();
}
fL.tex->Release(); fR.tex->Release();
printf("\n");
}
printf("done\n");
return 0;
}
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