# vkmem_report.ludic — where the GPU memory is, by owner (R3D_VKMEM=, printed once at that frame). # Every allocation carries the owner its maker was wrapped in (gvk_tag); a block's unused room is # counted apart, since it is memory the driver holds for us whoever it will be given to. const VKM_OTHER: int = 0 const VKM_MODEL: int = 1 const VKM_TERRAIN: int = 2 const VKM_SCATTER: int = 3 const VKM_GRASS: int = 4 const VKM_SHADOW: int = 5 const VKM_TARGET: int = 6 const VKM_SKY: int = 7 const VKM_WATER: int = 8 const VKM_TEXTURE: int = 9 const VKM_FRAME: int = 10 const VKM_IMPOSTOR: int = 11 const VKM_N: int = 12 function vkmem_tick(render3d_st: mut Render3dState) -> void { if render3d_st.vkmem_at == 0 { render3d_st.vkmem_at = -1 if r3d_env_has(render3d_st, "R3D_VKMEM") { render3d_st.vkmem_at = Text.to_int(r3d_env(render3d_st, "R3D_VKMEM")) } } if render3d_st.vkmem_at > 0 and render3d_st.r3d_test_frame == render3d_st.vkmem_at { vkmem_report(render3d_st) } } @alloc_ok("a report printed once, under R3D_VKMEM") function vkmem_report(render3d_st: Render3dState) -> void { if render3d_st.gvk_al_tag == null { return } let img = words(VKM_N); let buf = words(VKM_N); let host = words(VKM_N); let cnt = words(VKM_N) for k in 0 .. VKM_N { img[k] = 0; buf[k] = 0; host[k] = 0; cnt[k] = 0 } var used = 0 var own = 0 for a in 1 .. len(render3d_st.gvk_al_len) { let n = render3d_st.gvk_al_len[a] if n <= 0 { continue } let t = render3d_st.gvk_al_tag[a] let who = Math.min(t / 4, VKM_N - 1) if (t & 1) != 0 { host[who] += n } else if (t & 2) != 0 { img[who] += n } else { buf[who] += n } cnt[who] += 1 used += n if render3d_st.gvk_al_blk[a] < 0 { own += n } } var blocks = 0 for b in 0 .. len(render3d_st.gvk_blk_size) { blocks += render3d_st.gvk_blk_size[b] } vkmem_say_head(used, blocks + own, blocks + own - used) for k in 0 .. VKM_N { if cnt[k] > 0 { vkmem_say_row(vkmem_name(k), img[k], buf[k], host[k], cnt[k]) } } vkmem_big(render3d_st) vkmem_cpu(render3d_st) vkmem_layers(render3d_st) vkmem_big_bufs(render3d_st) vkmem_say_ring(render3d_st.gvk_ring_peak, gvk_ring_bytes(render3d_st)) tp_report(render3d_st) } # the largest images, with their owner, size and format @alloc_ok("a report printed once, under R3D_VKMEM") function vkmem_big(render3d_st: Render3dState) -> void { let n = len(render3d_st.gvk_tex_mem) let done = words(n) for i in 0 .. n { done[i] = 0 } for r in 0 .. 25 { var best = -1 var bn = 0 for i in 1 .. n { let a = int(render3d_st.gvk_tex_mem[i]) if done[i] != 0 or a <= 0 or a >= len(render3d_st.gvk_al_len) { continue } if render3d_st.gvk_al_len[a] > bn { bn = render3d_st.gvk_al_len[a]; best = i } } if best < 0 { return } done[best] = 1 let a = int(render3d_st.gvk_tex_mem[best]) vkmem_say_img(vkmem_name(render3d_st.gvk_al_tag[a] / 4), bn, render3d_st.gvk_tex_dims_w[best], render3d_st.gvk_tex_dims_h[best], render3d_st.gvk_tex_layers[best], render3d_st.gvk_tex_levels[best], render3d_st.gvk_tex_vkfmt[best]) } } function vkmem_name(k: int) -> string { if k == VKM_MODEL { return "models (gltf_load)" } if k == VKM_TERRAIN { return "terrain" } if k == VKM_SCATTER { return "scatter + streams" } if k == VKM_GRASS { return "grass" } if k == VKM_SHADOW { return "shadow maps" } if k == VKM_TARGET { return "frame targets" } if k == VKM_SKY { return "sky" } if k == VKM_WATER { return "water" } if k == VKM_TEXTURE { return "textures (game)" } if k == VKM_FRAME { return "made in a frame" } if k == VKM_IMPOSTOR { return "impostor atlases" } return "other" } function vkmem_mb(n: int) -> int { return n / 1048576 } function vkmem_say_head(used: int, held: int, slack: int) -> void { print(`vkmem: {vkmem_mb(used)} MB in use, {vkmem_mb(held)} MB held from the driver, {vkmem_mb(slack)} MB unused room in blocks`) } function vkmem_say_row(name: string, img: int, buf: int, host: int, n: int) -> void { print(`vkmem: {name}: images {vkmem_mb(img)} MB, device buffers {vkmem_mb(buf)} MB, host buffers {vkmem_mb(host)} MB ({n} allocations)`) } function vkmem_say_img(name: string, n: int, w: int, h: int, layers: int, levels: int, fmt: int) -> void { print(`vkmem: image {n / 1024} KB {w}x{h}x{layers} mips {levels} vkformat {fmt} {name}`) } # the renderer's own big arrays on the CPU heap function vkmem_cpu(render3d_st: Render3dState) -> void { var lay = 0 var cap = 0 var st = 0 for i in 0 .. len(render3d_st.sc_layers) { let l = render3d_st.sc_layers[i] let b = vkmem_fl(l.inst) + vkmem_fl(l.scratch) + vkmem_fl(l.gsorted) + vkmem_fl(l.vis) lay += b if l.streamed { st += b } cap += l.cap } vkmem_say_streamed(st) var str = 0 if render3d_st.stream_all != null { for i in 0 .. len(render3d_st.stream_all) { str += len(render3d_st.stream_all[i].arena) * 4 } } let ter = vkmem_fl(render3d_st.ter_heights) + TERRAIN_RES * TERRAIN_RES * 3 vkmem_say_cpu(len(render3d_st.sc_layers), cap, lay, str, ter, vkmem_fl(render3d_st.wb_cells)) } function vkmem_fl(f: floats) -> int { if f == null { return 0 } return len(f) * 4 } function vkmem_say_cpu(n: int, cap: int, lay: int, str: int, ter: int, water: int) -> void { print(`vkmem: cpu: {n} scatter layers (cap {cap} instances) {vkmem_mb(lay)} MB, stream arenas {vkmem_mb(str)} MB, terrain copies {vkmem_mb(ter)} MB, water cells {vkmem_mb(water)} MB`) } # the scatter layers' GPU buffers by use: drawn, cards, casters, levels, the GPU cull's function vkmem_layers(render3d_st: Render3dState) -> void { var main = 0 var imp = 0 var sh = 0 var lod = 0 var gc = 0 var fog = 0 for i in 0 .. len(render3d_st.sc_layers) { let l = render3d_st.sc_layers[i] main += vkmem_buf(render3d_st, l.buf); imp += vkmem_buf(render3d_st, l.imp_buf); sh += vkmem_buf(render3d_st, l.sh_buf) fog += vkmem_buf(render3d_st, l.fog_buf) if l.lod_buf != null { for k in 0 .. len(l.lod_buf) { lod += vkmem_buf(render3d_st, l.lod_buf[k]) } } gc += vkmem_buf(render3d_st, l.g_src) + vkmem_buf(render3d_st, l.g_dst) + vkmem_buf(render3d_st, l.g_cmds) + vkmem_buf(render3d_st, l.g_counts) } vkmem_say_layers(main, imp, sh, lod, gc, fog) } function vkmem_buf(render3d_st: Render3dState, b: int) -> int { if b <= 0 or b >= len(render3d_st.gvk_buf_size) { return 0 } return render3d_st.gvk_buf_size[b] } function vkmem_say_layers(main: int, imp: int, sh: int, lod: int, gc: int, fog: int) -> void { print(`vkmem: scatter buffers: drawn {vkmem_mb(main)} MB, cards {vkmem_mb(imp)} MB, whole-map casters {vkmem_mb(sh)} MB, levels {vkmem_mb(lod)} MB, GPU cull {vkmem_mb(gc)} MB, fog casters {vkmem_mb(fog)} MB`) } # the largest buffer allocations: their size and owner, and the buffer handle that holds each @alloc_ok("a report printed once, under R3D_VKMEM") function vkmem_big_bufs(render3d_st: Render3dState) -> void { let n = len(render3d_st.gvk_al_len) let done = words(n) for i in 0 .. n { done[i] = 0 } for r in 0 .. 15 { var best = -1 var bn = 0 for a in 1 .. n { if done[a] != 0 or (render3d_st.gvk_al_tag[a] & 2) != 0 { continue } if render3d_st.gvk_al_len[a] > bn { bn = render3d_st.gvk_al_len[a]; best = a } } if best < 0 { return } done[best] = 1 var holder = -1 for b in 1 .. len(render3d_st.gvk_buf_mem) { if int(render3d_st.gvk_buf_mem[b]) == best { holder = b } } vkmem_say_buf(vkmem_name(render3d_st.gvk_al_tag[best] / 4), bn, holder) } } function vkmem_say_buf(name: string, n: int, holder: int) -> void { print(`vkmem: buffer {n / 1024} KB handle {holder} {name}`) } function vkmem_say_ring(peak: int, half: int) -> void { print(`vkmem: uniform ring: {peak / 1024} KB used at most of a frame, {half / 1048576} MB per half`) } function vkmem_say_streamed(n: int) -> void { print(`vkmem: cpu: of which the streamed layers {vkmem_mb(n)} MB`) }