rendering_server_default.cpp 14 KB

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  1. /**************************************************************************/
  2. /* rendering_server_default.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "rendering_server_default.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/marshalls.h"
  33. #include "core/os/os.h"
  34. #include "core/templates/sort_array.h"
  35. #include "renderer_canvas_cull.h"
  36. #include "renderer_scene_cull.h"
  37. #include "rendering_server_globals.h"
  38. // careful, these may run in different threads than the rendering server
  39. int RenderingServerDefault::changes = 0;
  40. /* FREE */
  41. void RenderingServerDefault::_free(RID p_rid) {
  42. if (unlikely(p_rid.is_null())) {
  43. return;
  44. }
  45. if (RSG::utilities->free(p_rid)) {
  46. return;
  47. }
  48. if (RSG::canvas->free(p_rid)) {
  49. return;
  50. }
  51. if (RSG::viewport->free(p_rid)) {
  52. return;
  53. }
  54. if (RSG::scene->free(p_rid)) {
  55. return;
  56. }
  57. }
  58. /* EVENT QUEUING */
  59. void RenderingServerDefault::request_frame_drawn_callback(const Callable &p_callable) {
  60. frame_drawn_callbacks.push_back(p_callable);
  61. }
  62. void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
  63. RSG::rasterizer->begin_frame(frame_step);
  64. TIMESTAMP_BEGIN()
  65. uint64_t time_usec = OS::get_singleton()->get_ticks_usec();
  66. RENDER_TIMESTAMP("Prepare Render Frame");
  67. RSG::scene->update(); //update scenes stuff before updating instances
  68. frame_setup_time = double(OS::get_singleton()->get_ticks_usec() - time_usec) / 1000.0;
  69. RSG::particles_storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered
  70. RSG::scene->render_probes();
  71. RSG::viewport->draw_viewports(p_swap_buffers);
  72. RSG::canvas_render->update();
  73. RSG::rasterizer->end_frame(p_swap_buffers);
  74. #ifndef _3D_DISABLED
  75. XRServer *xr_server = XRServer::get_singleton();
  76. if (xr_server != nullptr) {
  77. // let our XR server know we're done so we can get our frame timing
  78. xr_server->end_frame();
  79. }
  80. #endif // _3D_DISABLED
  81. RSG::canvas->update_visibility_notifiers();
  82. RSG::scene->update_visibility_notifiers();
  83. if (create_thread) {
  84. callable_mp(this, &RenderingServerDefault::_run_post_draw_steps).call_deferred();
  85. } else {
  86. _run_post_draw_steps();
  87. }
  88. if (RSG::utilities->get_captured_timestamps_count()) {
  89. Vector<FrameProfileArea> new_profile;
  90. if (RSG::utilities->capturing_timestamps) {
  91. new_profile.resize(RSG::utilities->get_captured_timestamps_count());
  92. }
  93. uint64_t base_cpu = RSG::utilities->get_captured_timestamp_cpu_time(0);
  94. uint64_t base_gpu = RSG::utilities->get_captured_timestamp_gpu_time(0);
  95. for (uint32_t i = 0; i < RSG::utilities->get_captured_timestamps_count(); i++) {
  96. uint64_t time_cpu = RSG::utilities->get_captured_timestamp_cpu_time(i);
  97. uint64_t time_gpu = RSG::utilities->get_captured_timestamp_gpu_time(i);
  98. String name = RSG::utilities->get_captured_timestamp_name(i);
  99. if (name.begins_with("vp_")) {
  100. RSG::viewport->handle_timestamp(name, time_cpu, time_gpu);
  101. }
  102. if (RSG::utilities->capturing_timestamps) {
  103. new_profile.write[i].gpu_msec = double((time_gpu - base_gpu) / 1000) / 1000.0;
  104. new_profile.write[i].cpu_msec = double(time_cpu - base_cpu) / 1000.0;
  105. new_profile.write[i].name = RSG::utilities->get_captured_timestamp_name(i);
  106. }
  107. }
  108. frame_profile = new_profile;
  109. }
  110. frame_profile_frame = RSG::utilities->get_captured_timestamps_frame();
  111. if (print_gpu_profile) {
  112. if (print_frame_profile_ticks_from == 0) {
  113. print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
  114. }
  115. double total_time = 0.0;
  116. for (int i = 0; i < frame_profile.size() - 1; i++) {
  117. String name = frame_profile[i].name;
  118. if (name[0] == '<' || name[0] == '>') {
  119. continue;
  120. }
  121. double time = frame_profile[i + 1].gpu_msec - frame_profile[i].gpu_msec;
  122. if (name[0] != '<' && name[0] != '>') {
  123. if (print_gpu_profile_task_time.has(name)) {
  124. print_gpu_profile_task_time[name] += time;
  125. } else {
  126. print_gpu_profile_task_time[name] = time;
  127. }
  128. }
  129. }
  130. if (frame_profile.size()) {
  131. total_time = frame_profile[frame_profile.size() - 1].gpu_msec;
  132. }
  133. uint64_t ticks_elapsed = OS::get_singleton()->get_ticks_usec() - print_frame_profile_ticks_from;
  134. print_frame_profile_frame_count++;
  135. if (ticks_elapsed > 1000000) {
  136. print_line("GPU PROFILE (total " + rtos(total_time) + "ms): ");
  137. float print_threshold = 0.01;
  138. for (const KeyValue<String, float> &E : print_gpu_profile_task_time) {
  139. double time = E.value / double(print_frame_profile_frame_count);
  140. if (time > print_threshold) {
  141. print_line("\t-" + E.key + ": " + rtos(time) + "ms");
  142. }
  143. }
  144. print_gpu_profile_task_time.clear();
  145. print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
  146. print_frame_profile_frame_count = 0;
  147. }
  148. }
  149. RSG::utilities->update_memory_info();
  150. }
  151. void RenderingServerDefault::_run_post_draw_steps() {
  152. while (frame_drawn_callbacks.front()) {
  153. Callable c = frame_drawn_callbacks.front()->get();
  154. Variant result;
  155. Callable::CallError ce;
  156. c.callp(nullptr, 0, result, ce);
  157. if (ce.error != Callable::CallError::CALL_OK) {
  158. String err = Variant::get_callable_error_text(c, nullptr, 0, ce);
  159. ERR_PRINT("Error calling frame drawn function: " + err);
  160. }
  161. frame_drawn_callbacks.pop_front();
  162. }
  163. emit_signal(SNAME("frame_post_draw"));
  164. }
  165. double RenderingServerDefault::get_frame_setup_time_cpu() const {
  166. return frame_setup_time;
  167. }
  168. bool RenderingServerDefault::has_changed() const {
  169. return changes > 0;
  170. }
  171. void RenderingServerDefault::_init() {
  172. RSG::threaded = create_thread;
  173. RSG::canvas = memnew(RendererCanvasCull);
  174. RSG::viewport = memnew(RendererViewport);
  175. RendererSceneCull *sr = memnew(RendererSceneCull);
  176. RSG::camera_attributes = memnew(RendererCameraAttributes);
  177. RSG::scene = sr;
  178. RSG::rasterizer = RendererCompositor::create();
  179. RSG::utilities = RSG::rasterizer->get_utilities();
  180. RSG::rasterizer->initialize();
  181. RSG::light_storage = RSG::rasterizer->get_light_storage();
  182. RSG::material_storage = RSG::rasterizer->get_material_storage();
  183. RSG::mesh_storage = RSG::rasterizer->get_mesh_storage();
  184. RSG::particles_storage = RSG::rasterizer->get_particles_storage();
  185. RSG::texture_storage = RSG::rasterizer->get_texture_storage();
  186. RSG::gi = RSG::rasterizer->get_gi();
  187. RSG::fog = RSG::rasterizer->get_fog();
  188. RSG::canvas_render = RSG::rasterizer->get_canvas();
  189. sr->set_scene_render(RSG::rasterizer->get_scene());
  190. }
  191. void RenderingServerDefault::_finish() {
  192. if (test_cube.is_valid()) {
  193. free(test_cube);
  194. }
  195. RSG::canvas->finalize();
  196. memdelete(RSG::canvas);
  197. RSG::rasterizer->finalize();
  198. memdelete(RSG::viewport);
  199. memdelete(RSG::rasterizer);
  200. memdelete(RSG::scene);
  201. memdelete(RSG::camera_attributes);
  202. }
  203. void RenderingServerDefault::init() {
  204. if (create_thread) {
  205. print_verbose("RenderingServerWrapMT: Starting render thread");
  206. DisplayServer::get_singleton()->release_rendering_thread();
  207. WorkerThreadPool::TaskID tid = WorkerThreadPool::get_singleton()->add_task(callable_mp(this, &RenderingServerDefault::_thread_loop), true);
  208. command_queue.set_pump_task_id(tid);
  209. command_queue.push(this, &RenderingServerDefault::_assign_mt_ids, tid);
  210. command_queue.push_and_sync(this, &RenderingServerDefault::_init);
  211. DEV_ASSERT(server_task_id == tid);
  212. } else {
  213. server_thread = Thread::MAIN_ID;
  214. _init();
  215. }
  216. }
  217. void RenderingServerDefault::finish() {
  218. if (create_thread) {
  219. command_queue.push(this, &RenderingServerDefault::_finish);
  220. command_queue.push(this, &RenderingServerDefault::_thread_exit);
  221. if (server_task_id != WorkerThreadPool::INVALID_TASK_ID) {
  222. WorkerThreadPool::get_singleton()->wait_for_task_completion(server_task_id);
  223. server_task_id = WorkerThreadPool::INVALID_TASK_ID;
  224. }
  225. server_thread = Thread::MAIN_ID;
  226. } else {
  227. _finish();
  228. }
  229. }
  230. /* STATUS INFORMATION */
  231. uint64_t RenderingServerDefault::get_rendering_info(RenderingInfo p_info) {
  232. if (p_info == RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME) {
  233. return RSG::viewport->get_total_objects_drawn();
  234. } else if (p_info == RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME) {
  235. return RSG::viewport->get_total_primitives_drawn();
  236. } else if (p_info == RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME) {
  237. return RSG::viewport->get_total_draw_calls_used();
  238. }
  239. return RSG::utilities->get_rendering_info(p_info);
  240. }
  241. RenderingDevice::DeviceType RenderingServerDefault::get_video_adapter_type() const {
  242. return RSG::utilities->get_video_adapter_type();
  243. }
  244. void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) {
  245. RSG::utilities->capturing_timestamps = p_enable;
  246. }
  247. uint64_t RenderingServerDefault::get_frame_profile_frame() {
  248. return frame_profile_frame;
  249. }
  250. Vector<RenderingServer::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
  251. return frame_profile;
  252. }
  253. /* TESTING */
  254. Color RenderingServerDefault::get_default_clear_color() {
  255. return RSG::texture_storage->get_default_clear_color();
  256. }
  257. void RenderingServerDefault::set_default_clear_color(const Color &p_color) {
  258. RSG::texture_storage->set_default_clear_color(p_color);
  259. }
  260. #ifndef DISABLE_DEPRECATED
  261. bool RenderingServerDefault::has_feature(Features p_feature) const {
  262. return false;
  263. }
  264. #endif
  265. void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  266. RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir);
  267. }
  268. void RenderingServerDefault::set_print_gpu_profile(bool p_enable) {
  269. RSG::utilities->capturing_timestamps = p_enable;
  270. print_gpu_profile = p_enable;
  271. }
  272. RID RenderingServerDefault::get_test_cube() {
  273. if (!test_cube.is_valid()) {
  274. test_cube = _make_test_cube();
  275. }
  276. return test_cube;
  277. }
  278. bool RenderingServerDefault::has_os_feature(const String &p_feature) const {
  279. if (RSG::utilities) {
  280. return RSG::utilities->has_os_feature(p_feature);
  281. } else {
  282. return false;
  283. }
  284. }
  285. void RenderingServerDefault::set_debug_generate_wireframes(bool p_generate) {
  286. RSG::utilities->set_debug_generate_wireframes(p_generate);
  287. }
  288. bool RenderingServerDefault::is_low_end() const {
  289. return RendererCompositor::is_low_end();
  290. }
  291. Size2i RenderingServerDefault::get_maximum_viewport_size() const {
  292. if (RSG::utilities) {
  293. return RSG::utilities->get_maximum_viewport_size();
  294. } else {
  295. return Size2i();
  296. }
  297. }
  298. void RenderingServerDefault::_assign_mt_ids(WorkerThreadPool::TaskID p_pump_task_id) {
  299. server_thread = Thread::get_caller_id();
  300. server_task_id = p_pump_task_id;
  301. }
  302. void RenderingServerDefault::_thread_exit() {
  303. exit = true;
  304. }
  305. void RenderingServerDefault::_thread_loop() {
  306. DisplayServer::get_singleton()->gl_window_make_current(DisplayServer::MAIN_WINDOW_ID); // Move GL to this thread.
  307. while (!exit) {
  308. WorkerThreadPool::get_singleton()->yield();
  309. command_queue.flush_all();
  310. }
  311. DisplayServer::get_singleton()->release_rendering_thread();
  312. }
  313. /* INTERPOLATION */
  314. void RenderingServerDefault::tick() {
  315. RSG::canvas->tick();
  316. }
  317. void RenderingServerDefault::set_physics_interpolation_enabled(bool p_enabled) {
  318. RSG::canvas->set_physics_interpolation_enabled(p_enabled);
  319. }
  320. /* EVENT QUEUING */
  321. void RenderingServerDefault::sync() {
  322. if (create_thread) {
  323. command_queue.sync();
  324. } else {
  325. command_queue.flush_all(); // Flush all pending from other threads.
  326. }
  327. }
  328. void RenderingServerDefault::draw(bool p_swap_buffers, double frame_step) {
  329. ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Manually triggering the draw function from the RenderingServer can only be done on the main thread. Call this function from the main thread or use call_deferred().");
  330. // Needs to be done before changes is reset to 0, to not force the editor to redraw.
  331. RS::get_singleton()->emit_signal(SNAME("frame_pre_draw"));
  332. changes = 0;
  333. if (create_thread) {
  334. command_queue.push(this, &RenderingServerDefault::_draw, p_swap_buffers, frame_step);
  335. } else {
  336. _draw(p_swap_buffers, frame_step);
  337. }
  338. }
  339. void RenderingServerDefault::_call_on_render_thread(const Callable &p_callable) {
  340. p_callable.call();
  341. }
  342. RenderingServerDefault::RenderingServerDefault(bool p_create_thread) {
  343. RenderingServer::init();
  344. create_thread = p_create_thread;
  345. }
  346. RenderingServerDefault::~RenderingServerDefault() {
  347. }