티스토리 뷰
while (S_OK != Graphics::g_Context->GetData( pQueryDisjoint, pDisjoint, sizeof(D3D11_QUERY_DATA_TIMESTAMP_DISJOINT), D3D11_ASYNC_GETDATA_DONOTFLUSH)) {}
if (!pDisjoint->Disjoint)
{
for (uint32_t i = 0; i < NumQueries; i++)
{
if (S_OK != Graphics::g_Context->GetData( pQueryHeap[i], &pBuffer[i], sizeof( UINT64 ), 0 ))
pBuffer[i] = 0;
}
}
Without timestamp
With timestamp
Hot to reduce it?
Solution:
- Queued query data and resolve it next successive frame ( when GetData returns true ) - Query pool needed
https://github.com/NVIDIAGameWorks/D3DSamples/blob/master/samples/ComputeFilter/src/perftracker.cpp
- Do not update while success.
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