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