// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "SynthBenchmarkPrivatePCH.h" #include "RenderCore.h" #include "RHI.h" #include "RendererInterface.h" float RayIntersectBenchmark(); float FractalBenchmark(); DEFINE_LOG_CATEGORY_STATIC(LogSynthBenchmark, Log, All); // to prevent compiler optimizations static float GGlobalStateObject = 0.0f; class FSynthBenchmark : public ISynthBenchmark { /** IModuleInterface implementation */ virtual void StartupModule() override; virtual void ShutdownModule() override; /** ISynthBenchmark implementation */ virtual void Run(FSynthBenchmarkResults& InOut, bool bGPUBenchmark, float WorkScale) const override; }; IMPLEMENT_MODULE( FSynthBenchmark, SynthBenchmark ) void FSynthBenchmark::StartupModule() { // This code will execute after your module is loaded into memory (but after global variables are initialized, of course.) } void FSynthBenchmark::ShutdownModule() { // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, // we call this function before unloading the module. } // @param RunCount should be around 10 but can be adjusted for precision // @param Function should run for about 3 ms static FTimeSample RunBenchmark(float WorkScale, float (*Function)()) { float Sum = 0; // this test doesn't support fractional WorkScale uint32 RunCount = FMath::Max((int32)1, (int32)WorkScale); for(uint32 i = 0; i < RunCount; ++i) { FPlatformMisc::MemoryBarrier(); // todo: compiler reorder might be an issue, use _ReadWriteBarrier or something like http://svn.openimageio.org/oiio/tags/Release-0.6.3/src/include/tbb/machine/windows_em64t.h const double StartTime = FPlatformTime::Seconds(); FPlatformMisc::MemoryBarrier(); GGlobalStateObject += Function(); FPlatformMisc::MemoryBarrier(); Sum += (float)(FPlatformTime::Seconds() - StartTime); FPlatformMisc::MemoryBarrier(); } return FTimeSample(Sum, Sum / RunCount); } void FSynthBenchmark::Run(FSynthBenchmarkResults& InOut, bool bGPUBenchmark, float WorkScale) const { check(WorkScale > 0); if(!bGPUBenchmark) { // run a very quick GPU benchmark (less confidence but at least we get some numbers) // it costs little time and we get some stats WorkScale = 1.0f; } const double StartTime = FPlatformTime::Seconds(); UE_LOG(LogSynthBenchmark, Display, TEXT("FSynthBenchmark (V0.95): requested WorkScale=%.2f"), WorkScale); UE_LOG(LogSynthBenchmark, Display, TEXT("===============")); #if UE_BUILD_DEBUG UE_LOG(LogSynthBenchmark, Display, TEXT(" Note: Values are not trustable because this is a DEBUG build!")); #endif UE_LOG(LogSynthBenchmark, Display, TEXT("Main Processor:")); // developer machine: Intel Xeon E5-2660 2.2GHz // divided by the actual value on a developer machine to normalize the results // Index should be around 100 +-4 on developer machine in a development build (should be the same in shipping) InOut.CPUStats[0] = FSynthBenchmarkStat(TEXT("RayIntersect"), 0.02561f, TEXT("s/Run")); InOut.CPUStats[0].SetMeasuredTime(RunBenchmark(WorkScale, RayIntersectBenchmark)); InOut.CPUStats[1] = FSynthBenchmarkStat(TEXT("Fractal"), 0.0286f, TEXT("s/Run")); InOut.CPUStats[1].SetMeasuredTime(RunBenchmark(WorkScale, FractalBenchmark)); for(uint32 i = 0; i < ARRAY_COUNT(InOut.CPUStats); ++i) { UE_LOG(LogSynthBenchmark, Display, TEXT(" ... %f %s '%s'"), InOut.CPUStats[i].GetNormalizedTime(), InOut.CPUStats[i].GetValueType(), InOut.CPUStats[i].GetDesc()); } UE_LOG(LogSynthBenchmark, Display, TEXT("")); bool bAppIs64Bit = (sizeof(void*) == 8); UE_LOG(LogSynthBenchmark, Display, TEXT(" CompiledTarget_x_Bits: %s"), bAppIs64Bit ? TEXT("64") : TEXT("32")); UE_LOG(LogSynthBenchmark, Display, TEXT(" UE_BUILD_SHIPPING: %d"), UE_BUILD_SHIPPING); UE_LOG(LogSynthBenchmark, Display, TEXT(" UE_BUILD_TEST: %d"), UE_BUILD_TEST); UE_LOG(LogSynthBenchmark, Display, TEXT(" UE_BUILD_DEBUG: %d"), UE_BUILD_DEBUG); UE_LOG(LogSynthBenchmark, Display, TEXT(" TotalPhysicalGBRam: %d"), FPlatformMemory::GetPhysicalGBRam()); UE_LOG(LogSynthBenchmark, Display, TEXT(" NumberOfCores (physical): %d"), FPlatformMisc::NumberOfCores()); UE_LOG(LogSynthBenchmark, Display, TEXT(" NumberOfCores (logical): %d"), FPlatformMisc::NumberOfCoresIncludingHyperthreads()); UE_LOG(LogSynthBenchmark, Display, TEXT(" CPU Perf Index 0: %.1f"), InOut.CPUStats[0].ComputePerfIndex()); UE_LOG(LogSynthBenchmark, Display, TEXT(" CPU Perf Index 1: %.1f"), InOut.CPUStats[1].ComputePerfIndex()); // separator line UE_LOG(LogSynthBenchmark, Display, TEXT(" ")); UE_LOG(LogSynthBenchmark, Display, TEXT("Graphics:")); UE_LOG(LogSynthBenchmark, Display, TEXT(" Adapter Name: '%s'"), *GRHIAdapterName); UE_LOG(LogSynthBenchmark, Display, TEXT(" (On Optimus the name might be wrong, memory should be ok)")); UE_LOG(LogSynthBenchmark, Display, TEXT(" Vendor Id: 0x%x"), GRHIVendorId); { FTextureMemoryStats Stats; RHIGetTextureMemoryStats(Stats); if(Stats.AreHardwareStatsValid()) { UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU Memory: %d/%d/%d MB"), FMath::DivideAndRoundUp(Stats.DedicatedVideoMemory, (int64)(1024 * 1024) ), FMath::DivideAndRoundUp(Stats.DedicatedSystemMemory, (int64)(1024 * 1024) ), FMath::DivideAndRoundUp(Stats.SharedSystemMemory, (int64)(1024 * 1024) )); } } // not always done - cost some time. if(bGPUBenchmark) { IRendererModule& RendererModule = FModuleManager::LoadModuleChecked(TEXT("Renderer")); // First we run a quick test. If that shows very bad performance we don't need another test // The hardware is slow, we don't need a long test and risk driver TDR (driver recovery). // We have seen this problem on very low end GPUs. { const float fFirstWorkScale = 0.01f; const float fSecondWorkScale = 0.1f; float GPUTime = 0.0f; RendererModule.GPUBenchmark(InOut, fFirstWorkScale); GPUTime = InOut.ComputeTotalGPUTime(); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU first test: %.2fs"), GPUTime); for(uint32 MethodId = 0; MethodId < sizeof(InOut.GPUStats) / sizeof(InOut.GPUStats[0]); ++MethodId) { UE_LOG(LogSynthBenchmark, Display, TEXT(" ... %.3f GigaPix/s, Confidence=%.0f%% '%s' (likely to be very inaccurate)"), 1.0f / InOut.GPUStats[MethodId].GetNormalizedTime(), InOut.GPUStats[MethodId].GetConfidence(), InOut.GPUStats[MethodId].GetDesc()); } if(GPUTime < 0.1f) { RendererModule.GPUBenchmark(InOut, fSecondWorkScale); GPUTime = InOut.ComputeTotalGPUTime(); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU second test: %.2fs"), GPUTime); // for testing for(uint32 MethodId = 0; MethodId < sizeof(InOut.GPUStats) / sizeof(InOut.GPUStats[0]); ++MethodId) { UE_LOG(LogSynthBenchmark, Display, TEXT(" ... %.3f GigaPix/s, Confidence=%.0f%% '%s' (likely to be inaccurate)"), 1.0f / InOut.GPUStats[MethodId].GetNormalizedTime(), InOut.GPUStats[MethodId].GetConfidence(), InOut.GPUStats[MethodId].GetDesc()); } if(GPUTime < 0.1f) { RendererModule.GPUBenchmark(InOut, WorkScale); GPUTime = InOut.ComputeTotalGPUTime(); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU third test: %.2fs"), GPUTime); } } } for(uint32 MethodId = 0; MethodId < sizeof(InOut.GPUStats) / sizeof(InOut.GPUStats[0]); ++MethodId) { UE_LOG(LogSynthBenchmark, Display, TEXT(" ... %.3f GigaPix/s, Confidence=%.0f%% '%s'"), 1.0f / InOut.GPUStats[MethodId].GetNormalizedTime(), InOut.GPUStats[MethodId].GetConfidence(), InOut.GPUStats[MethodId].GetDesc()); } UE_LOG(LogSynthBenchmark, Display, TEXT("")); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU Perf Index 0: %.1f"), InOut.GPUStats[0].ComputePerfIndex()); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU Perf Index 1: %.1f"), InOut.GPUStats[1].ComputePerfIndex()); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU Perf Index 2: %.1f"), InOut.GPUStats[2].ComputePerfIndex()); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU Perf Index 3: %.1f"), InOut.GPUStats[3].ComputePerfIndex()); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPU Perf Index 4: %.1f"), InOut.GPUStats[4].ComputePerfIndex()); } UE_LOG(LogSynthBenchmark, Display, TEXT(" CPUIndex: %.1f"), InOut.CPUStats->ComputePerfIndex()); UE_LOG(LogSynthBenchmark, Display, TEXT(" GPUIndex: %.1f"), InOut.GPUStats->ComputePerfIndex()); UE_LOG(LogSynthBenchmark, Display, TEXT("")); UE_LOG(LogSynthBenchmark, Display, TEXT(" ... Total Time: %f sec"), (float)(FPlatformTime::Seconds() - StartTime)); }