Using GPUView to Understand your Direct X 11
- Slides: 45
Using GPUView to Understand your Direct. X 11 Game Jon Story Developer Relations Engineer, AMD
Agenda ● ● ● Windows Display Driver Model (WDDM) What is GPUView? CPU & GPU Queues Threads & Events Case Studies Summary
Windows Display Driver Model (WDDM)
Graphics & WDDM Session Space Kernel Mode Driver (KMD) Win 32 kernel Kernel Mode Dxgkrnl Application D 3 D Runtime DWM Application Process User Mode Driver (UMD) DWM Process User Mode
Feeding the GPU… GPU Scheduler Database 1 Wait DMA Buffer 2 Win 32 k & dxgkrnl KMD D 3 D Runtime UMD Application #1 Command Buffer Application #2 Command Buffer Kernel Mode User Mode
What is GPUView?
What is GPUView? ● An additional Microsoft performance tool ● ● ● Compliments existing tools Part of the Windows 7 SDK Built on Event Tracing for Windows Perfect for monitoring CPU/GPU interaction (even for multiple GPU setups) ● Allows you to see how well the GPU is being fed ● Supports DX 9, DX 10 & DX 11 on Win 7 ●
Capturing Data ● Run an elevated command prompt ● ● Start your game in windowed mode ● ● For fullscreen mode perhaps use Ps. Exec from a remote machine Start capturing with log. cmd ● ● ● Program FilesMicrosoft Windows Performance ToolkitGPUView Capture 10 -15 seconds of your game Stop logging with log. cmd Open merged. etl file with GPUView. exe
Was this tool created for driver programmers?
Navigating the Data ● ● Use the mouse to select a region Ctrl+Z zooms in to a selection ● ● Z zooms out Use +/- to see more or less detail Ctrl+E opens the event menu Click on objects for additional details ● More on this later…
Zooming in…
DMA Packet Color Coding Various types of DMA packets may be submitted to the GPU: ● ● ● Red: Paging packet Black: Preemption packet Brown: DWM packet Other Color: Standard packet Other Color + Cross-Hatch: Present packet
What does a Standard DMA Packet Represent? ● ● ● Graphics system state objects Draw commands References to resource allocations ● ● Textures Vertex & Index Buffers Render Targets Constant Buffers
CPU & GPU Queues
SW Context CPU Queues (1) Desktop Window Manager packet D 3 D app stacking up 3 frames of packets
SW Context CPU Queue (2) CPU queue depth is 6 Task submitted to HW queue CPU queue is empty! New Task submitted to CPU queue
SW Context CPU Queues (3) Objects represent work submitted to a GPU context ● Queue is represented through time as a stack ● ● ● Stack grows on submission of work by the UMD Stack shrinks as work is completed by the GPU
GPU HW Context Queue (1) Present Packet Preemption packet Queued DMA Packet DWM GPU Processing DMA Packet
GPU HW Context Queue (2) GPU starts working on packet GPU finishes working on packet GPU has no work to do
GPU HW Context Queue (3) Queue is represented through time as a stack ● ● Stack grows on submission of work by the KMD Stack shrinks as work is completed by the GPU Gaps indicate a CPU side bottleneck
Object Selection Represents latency
Object Details (1) Packet type & timing information Allocation references in DMA packet
Object Details (2) (w) = Writable by GPU Preferred memory segment P 0 = Preferred P 1 = Less P 2 = Least
Object Viewer Segment Numbers: 1 = Vid Mem (CPU visible) 2 = Vid Mem (Non visible) 3 = PCI Express Mem Clearly the depth buffer
Paging Buffer Packet Submitted as the result of a paging operation (perhaps a large texture) ● Cause is usually resulting from preparing a DMA buffer ● Look at the DMA packet that follows the paging operation ●
Threads & Events
HW Threads Colored bars represent idle time Gaps represent work
Thread Execution ● Thread segments are colored coded: ● ● ● Light blue: Kernel mode Dark blue: dxgkrnl Red: KMD (Kernel Mode Driver)
Charts: FPS / Latency / Memory
Viewing Events Ctrl+E opens the Event View window ● Can track whatever events take your interest ● DX- Create / Destroy Allocation ● DX Block ● ● ● Suggests possible resource contention Perhaps trying to lock an in use buffer
V-Sync Event
Case Studies
Draw. Predicated SDK Sample GPU is busy, no gaps CPU queue is buffering up nicely App thread not saturated
Draw. Predicated SDK Sample: + blocking occlusion queries GPU is going idle Not enough being queued up App thread fully saturated
Getting Occlusion Queries Right ● Delay picking up results by N frames ● Where N = Number of GPUs May need to artificially inflate occlusion volumes to avoid poping ●
What else could cause this problem? ● Locking a Render Target ● ● Use Copy. Resource & Staging Textures This is a queued operation
Content. Streaming SDK Sample (1) Paging packets GPU is going idle
Content. Streaming SDK Sample (2) Large resources not getting preferred segments
Avoiding Paging Keep your video memory usage under control ● ● ● Especially in MSAA modes Drop texture resolution for lower end HW Avoid excessively large amounts of dynamic data ● ● ● Textures & Vertex Buffers If not sure – talk to us!
Multithreaded. Rendering 11 SDK Sample But there is a lot of D 3 D runtime / driver overhead Additional threads preparing packets
Multi-Threaded Rendering and Deferred Contexts It is a complex issue ● Don‘t expect it to be a magic bullet ● Strongly recommend you talk to developer relations from AMD & NVIDIA ●
Summary
Summary Make sure you‘re keeping the ever hungry GPU fed ● Keep track of CPU/GPU interaction ● Keep track of your threads ● Monitor multi-GPU interaction ● Add GPUView to your toolbox ●
Acknowledgments Microsoft for creating GPUView ● Microsoft for providing background content ●
Questions?
- Gpuview tutorial
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