How can I determine why a call to SetupDiGetDeviceRegistryProperty() is very slow? - winapi

I am calling SetupDiGetDeviceRegistryProperty() with the SPDRP_DEVICEDESC property and it returns TRUE.
Calling this on my "Intel(R) HD Graphics 530" takes about 50ms while the same call on my "NVIDIA GeForce GTX 960M" (same laptop) takes 750ms !
This call is only returning a short string, there is no good reason I can see for it to take that long to execute.
Since this is a Win API call, is there any way for me to identify what is taking that long ?

Using the Windows symbol information as suggested by #IInspectable and tracing in disassembly helps point to the slow functions, but it doesn't provide a solution to the issue as the code cannot be modified.
Also using Process Monitor helps in finding the reason of the slow benchmark.
For now, the only workaround found to make the call faster is to run the process as admin.

Related

What's the correct way to CheckDeviceState in DirectX11?

I have built the DX11VideoRenderer sample (a replacement for EVR that uses DirectX11 instead of EVR's DirectX9), and it's working. Problem is, it's not working very well. It's using twice the CPU time that the EVR does for the same videos (more on this in the next question).
Since I've got the source, I decided to profile it to see what's going on. (Among other things) this led me to:
HRESULT DX11VideoRenderer::CPresenter::CheckDeviceState(BOOL* pbDeviceChanged)
I'm not much of a DirectX expert (actually, I'm not one at all), but it seems likely that window handles can invalidate as monitors get unplugged, windows get FullScreened, closed, etc so a function like this makes perfect sense to me.
However.
When I look at the code for CheckDeviceState, the first thing it does is call SetVideoMonitor, which seems odd.
SetVideoMonitor looks like the routine you call when you first initialize the presenter (or change the target window), not something you'd call repeatedly to "Check" the device state.
Indeed, SetVideoMonitor calls TerminateDisplaySystem, followed by InitializeDisplaySystem. I could see doing this once at startup, but those functions are being called once per frame. That can't be right.
I can comment out the call to SetVideoMonitor in CheckDeviceState (or actually all of CheckDeviceState), and the code continues to function correctly (it's predictably a bit faster). But then I'm not checking the device state anymore.
Trying to figure out the proper way to check for state changes in DX11 brought me here which talks about just checking the return codes for IDXGISwapChain::Present and ResizeBuffers. Is that how this should be done? Because that makes it seem like this whole routine is some leftover from DX9 (where it still would have been poorly implemented).
What's the correct way to check the device state in DX11? Is this even a thing anymore?

How to time functions in Linux Kernel's start_kernel function?

I need to figure out the time function calls take inside Linux kernel's start_kernel function.
Why this is a problem is because the kernel would not boot if I put a ktime_get() function call before the timekeeping_init() function call inside that same function.
In my setup I think most likely the kernel spends a lot of time inside mm_init(). But I can not verify due to the above mention problem.
Any ideas on how to get around this?
Thanks.
This early in the boot there's not really much that's available. printk should work, though.
If you're on x86, you could use rdtsc(). There's only 1 CPU running at this time, so the usual warnings about confusing results don't apply yet.

OpenMP4 - Why does calling a function multiple times makes it faster

So I'm currently learning openmp4.
What I experienced is that if I call a function a 2nd time it will get significantly faster.
The omp block is inside of this function.
In my example the 1st call takes 5 seconds and the 2nd only 0,3s.
I am using the intel-icc with an Intel Xeon Phi(60cores 240Threads).
Could someone please explain why this is happening?
I think that is due to the OpenMP threading initialization. The creation of the threading team, and initializing each thread, etc.. This in fact is an expensive procedure.
I don't know what your code looks like, but this can also be the effect of caching. During first time, the mic will start caching the needed data. The second time: the data will already be cached and ready. But I can't confirm this until I see the code.

Total system freezing when using timers in graphical application

I’m really stuck with this issue and will greatly appreciate any advice.
The problem:
Some of our users complain about total system “freezing” when using our product. No matter how we tried, we couldn’t reproduce it in any of systems available for troubleshooting.
The product:
Physically, it’s a 32bit/64bit DLL. The product has a self-refreshing GUI, which draws a realtime spectrogram of an audio signal
Problem details:
What I managed to collect from a number of fragmentary reports makes the following picture:
When GIU is opened, sometimes immediately, sometimes after a few minutes of GIU being visible, the system completely stalls, without possibility to operate with windows, start Task Manager etc. No reactions on keyboard, no mouse cursor seen (or it’s seen but is not responsibe to mouse movements – this I do not know). The user has to hard-reset the system in order to reboot. What is important, I think, is that (in some cases) for some time the GIU is responsive and shows some adequate pictures. Then this freezing happens. One of the reports tells that once the system was frozen, the audio continued to be rendered – i.e. heard by the reporter (but the whole graphic shell of Windows was already frozen). Note: in this sort of apps it’s usually a specialized thread which is responsible for sound processing.
The freezing is more or less confirmed to happen for 2 users on Windows7 x64 using both 32 and 64 bit versions of the DLL, never heard of any other OSs mentioned with connection to this freezing (though there was 1 report without any OS specified).
That’s all that I managed to collect.
The architecture / suspicions:
I strongly suspect that it’s the GUI refreshing cycle that is a culprit.
Basically, it works like this:
There is a timer that triggers callbacks at a frame rate of approx 25 fps.
In this callback audio analysis is performed and GUI updated
Some details about the timer:
It’s based on this call:
CreateTimerQueueTimer(&m_timerHandle, NULL, xPlatformTimerCallbackWrapper,
this, m_firstExpInterval, m_period, WT_EXECUTEINTIMERTHREAD);
We create a timer and m_timerHandle is called periodically.
Some details about the GUI refreshing:
It works like this:
HDC hdc = GetDC (hwnd);
// Some drawing
ReleaseDC(hwnd,hdc);
My intuition tells me that this CreateTimeQueueTimer might be not the right decision. The reference page tells that in case of using WT_EXECUTEINTIMERTHREAD:
The callback function is invoked by the timer thread itself. This flag
should be used only for short tasks or
it could affect other timer
operations. The callback function is
queued as an APC. It should not
perform alertable wait operations.
I don’t remember why this WT_EXECUTEINTIMERTHREAD option was chosen actually, now WT_EXECUTEDEFAULT seems equally suitable for me.
In fact, I don’t see any major difference in using any of the options mentioned in the reference page.
Questions:
Is anything of what was told give anyone any clue on what might be wrong?
Have you faced similar problems, what was the reason?
Thanks for any info!
==========================================
Update: 2010-02-20
Unfortunatelly, the advise given here (which I could check so far) didn't help, namelly:
changing to WT_EXECUTEDEFAULT in CreateTimerQueueTimer(&m_timerHandle,NULL,xPlatformTimerCallbackWrapper,this,m_firstExpInterval,m_period, WT_EXECUTEDEFAULT);
the reenterability guard was already there
I havent' yet checked if updateding the GUI in WM_PAINT hander helps or not
Thanks for the hints anyway.
Now, I've been playing with this for a while, also got a real W7 intallation (I used to use the virtual one) and it seems that the problem can be narrowed down.
On my installation, using of the app really get the GUI far less responsive, although I couldn't manage to reproduce a total system freezing as someone reported.
My assumption now is this responsiveness degradation and reported total freezing have a common origin.
Then I did some primitive profiling and found that at least one of the culprits is BitBlt function that is called approx 50 times a second
BitBlt ((HDC)pContext->getSystemContext (), // hdcDest
destRect.left + pContext->offset.h,
destRect.top + pContext->offset.v,
destRect.right - destRect.left,
destRect.bottom - destRect.top,
(HDC)pSystemContext,
srcOffset.h,
srcOffset.v,
SRCCOPY);
The regions being copied are not really large (approx. 400x200 pixels). It is used for displaying the backbuffer and is executed in the timer callback.
If I comment out this BitBlt call, the problem seems to disappear (at least partly).
On the same machine running WinXP everything works just fine.
Any ideas on this?
Most likely what's happening is that your timer callback is taking more than 25 ms to execute. Then another timer tick comes along and it starts processing, too. And so on, and pretty soon you have a whole bunch of threads sucking down CPU cycles, all trying to do your audio analysis and in short order the system is so busy doing thread context switches that no real work gets done. And all the while, more and more timer ticks are getting placed into the queue.
I would strongly suggest that you use WT_EXECUTEDEFAULT here, rather than WT_EXECUTEINTIMERTHREAD. Also, you need to prevent overlapping timer callbacks. There are several ways to do that.
You can use a critical section in your timer callback. When the callback is triggered it calls TryEnterEnterCriticalSection and if not successful, just returns without doing anything.
You can do something similar using a volatile variable and InterlockedCompareExchange.
Or, you can change your timer to be a one-shot (WT_EXECUTEONLYONCE), and then re-set the timer at the end of every callback. That would make the thing execute 25 ms after the last one completed.
Which you choose is up to you. If your analysis often takes longer than 25 ms but not more than 35 ms, then you'll probably get a smoother update rate using WT_EXECUTEONLYONCE. If it's rare that analysis takes more than 25 ms, or if it often takes more than about 35 ms (but less than 50 ms), then you're probably better off using one of the other techniques.
Of course, if it often takes longer than 25 ms, then you probably want to increase the time (reduce the update rate).
Also, as one of the commenters pointed out, it's possible that the problem also involves accessing the GUI from the timer thread. You should do all of your analysis in the timer thread, store the results somewhere that the main thread can access it, and then send a message to the window proc, telling it to update the display.
Have you asked the users to disable Aero/WDMDWM? With Aero enabled, rendering is implemented quite different. Without Aero, the behaviour will be similar to XP. Not that it solves anything, but it will give you a clue as to what the problem is.

How Does AQTime Do It?

I've been testing out the performance and memory profiler AQTime to see if it's worthwhile spending those big $$$ for it for my Delphi application.
What amazes me is how it can give you source line level performance tracing (which includes the number of times each line was executed and the amount of time that line took) without modifying the application's source code and without adding an inordinate amount of time to the debug run.
The way that they do this so efficiently makes me think there might be some techniques/technologies used here that I don't know about that would be useful to know about.
Do you know what kind of methods they use to capture the execution line-by-line without code changes?
Are there other profiling tools that also do non-invasive line-by-line checking and if so, do they use the same techniques?
I've made an open source profiler for Delphi which does the same:
http://code.google.com/p/asmprofiler/
It's not perfect, but it's free :-). Is also uses the Detour technique.
It stores every call (you must manual set which functions you want to profile),
so it can make an exact call history tree, including a time chart (!).
This is just speculation, but perhaps AQtime is based on a technology that is similar to Microsoft Detours?
Detours is a library for instrumenting
arbitrary Win32 functions on x86, x64,
and IA64 machines. Detours intercepts
Win32 functions by re-writing the
in-memory code for target functions.
I don't know about Delphi in particular, but a C application debugger can do line-by-line profiling relatively easily - it can load the code and associate every code path with a block of code. Then it can break on all the conditional jump instructions and just watch and see what code path is taken. Debuggers like gdb can operate relatively efficiently because they work through the kernel and don't modify the code, they just get informed when each line is executed. If something causes the block to be exited early (longjmp), the debugger can hook that and figure out how far it got into the blocks when it happened and increment only those lines.
Of course, it would still be tough to code, but when I say easily I mean that you could do it without wasting time breaking on each and every instruction to update a counter.
The long-since-defunct TurboPower also had a great profiling/analysis tool for Delphi called Sleuth QA Suite. I found it a lot simpler than AQTime, but also far easier to get meaningful result. Might be worth trying to track down - eBay, maybe?

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