rendering_server_default.cpp 15 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 (print_gpu_profile_task_time.has(name)) {
  123. print_gpu_profile_task_time[name] += time;
  124. } else {
  125. print_gpu_profile_task_time[name] = time;
  126. }
  127. }
  128. if (frame_profile.size()) {
  129. total_time = frame_profile[frame_profile.size() - 1].gpu_msec;
  130. }
  131. uint64_t ticks_elapsed = OS::get_singleton()->get_ticks_usec() - print_frame_profile_ticks_from;
  132. print_frame_profile_frame_count++;
  133. if (ticks_elapsed > 1000000) {
  134. print_line("GPU PROFILE (total " + rtos(total_time) + "ms): ");
  135. float print_threshold = 0.01;
  136. for (const KeyValue<String, float> &E : print_gpu_profile_task_time) {
  137. double time = E.value / double(print_frame_profile_frame_count);
  138. if (time > print_threshold) {
  139. print_line("\t-" + E.key + ": " + rtos(time) + "ms");
  140. }
  141. }
  142. print_gpu_profile_task_time.clear();
  143. print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
  144. print_frame_profile_frame_count = 0;
  145. }
  146. }
  147. RSG::utilities->update_memory_info();
  148. }
  149. void RenderingServerDefault::_run_post_draw_steps() {
  150. while (frame_drawn_callbacks.front()) {
  151. Callable c = frame_drawn_callbacks.front()->get();
  152. Variant result;
  153. Callable::CallError ce;
  154. c.callp(nullptr, 0, result, ce);
  155. if (ce.error != Callable::CallError::CALL_OK) {
  156. String err = Variant::get_callable_error_text(c, nullptr, 0, ce);
  157. ERR_PRINT("Error calling frame drawn function: " + err);
  158. }
  159. frame_drawn_callbacks.pop_front();
  160. }
  161. emit_signal(SNAME("frame_post_draw"));
  162. }
  163. double RenderingServerDefault::get_frame_setup_time_cpu() const {
  164. return frame_setup_time;
  165. }
  166. bool RenderingServerDefault::has_changed() const {
  167. return changes > 0;
  168. }
  169. void RenderingServerDefault::_init() {
  170. RSG::threaded = create_thread;
  171. RSG::canvas = memnew(RendererCanvasCull);
  172. RSG::viewport = memnew(RendererViewport);
  173. RendererSceneCull *sr = memnew(RendererSceneCull);
  174. RSG::camera_attributes = memnew(RendererCameraAttributes);
  175. RSG::scene = sr;
  176. RSG::rasterizer = RendererCompositor::create();
  177. RSG::utilities = RSG::rasterizer->get_utilities();
  178. RSG::rasterizer->initialize();
  179. RSG::light_storage = RSG::rasterizer->get_light_storage();
  180. RSG::material_storage = RSG::rasterizer->get_material_storage();
  181. RSG::mesh_storage = RSG::rasterizer->get_mesh_storage();
  182. RSG::particles_storage = RSG::rasterizer->get_particles_storage();
  183. RSG::texture_storage = RSG::rasterizer->get_texture_storage();
  184. RSG::gi = RSG::rasterizer->get_gi();
  185. RSG::fog = RSG::rasterizer->get_fog();
  186. RSG::canvas_render = RSG::rasterizer->get_canvas();
  187. sr->set_scene_render(RSG::rasterizer->get_scene());
  188. }
  189. void RenderingServerDefault::_finish() {
  190. if (test_cube.is_valid()) {
  191. free(test_cube);
  192. }
  193. RSG::canvas->finalize();
  194. memdelete(RSG::canvas);
  195. RSG::rasterizer->finalize();
  196. memdelete(RSG::viewport);
  197. memdelete(RSG::rasterizer);
  198. memdelete(RSG::scene);
  199. memdelete(RSG::camera_attributes);
  200. }
  201. void RenderingServerDefault::init() {
  202. if (create_thread) {
  203. print_verbose("RenderingServerWrapMT: Starting render thread");
  204. DisplayServer::get_singleton()->release_rendering_thread();
  205. WorkerThreadPool::TaskID tid = WorkerThreadPool::get_singleton()->add_task(callable_mp(this, &RenderingServerDefault::_thread_loop), true);
  206. command_queue.set_pump_task_id(tid);
  207. command_queue.push(this, &RenderingServerDefault::_assign_mt_ids, tid);
  208. command_queue.push_and_sync(this, &RenderingServerDefault::_init);
  209. DEV_ASSERT(server_task_id == tid);
  210. } else {
  211. server_thread = Thread::MAIN_ID;
  212. _init();
  213. }
  214. }
  215. void RenderingServerDefault::finish() {
  216. if (create_thread) {
  217. command_queue.push(this, &RenderingServerDefault::_finish);
  218. command_queue.push(this, &RenderingServerDefault::_thread_exit);
  219. if (server_task_id != WorkerThreadPool::INVALID_TASK_ID) {
  220. WorkerThreadPool::get_singleton()->wait_for_task_completion(server_task_id);
  221. server_task_id = WorkerThreadPool::INVALID_TASK_ID;
  222. }
  223. server_thread = Thread::MAIN_ID;
  224. } else {
  225. _finish();
  226. }
  227. }
  228. /* STATUS INFORMATION */
  229. uint64_t RenderingServerDefault::get_rendering_info(RenderingInfo p_info) {
  230. if (p_info == RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME) {
  231. return RSG::viewport->get_total_objects_drawn();
  232. } else if (p_info == RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME) {
  233. return RSG::viewport->get_total_primitives_drawn();
  234. } else if (p_info == RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME) {
  235. return RSG::viewport->get_total_draw_calls_used();
  236. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS) {
  237. return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_CANVAS);
  238. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_MESH) {
  239. return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_MESH) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_MESH);
  240. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE) {
  241. return RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_SURFACE);
  242. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW) {
  243. return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_DRAW) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_DRAW);
  244. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_SPECIALIZATION) {
  245. return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_SPECIALIZATION) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_SPECIALIZATION);
  246. }
  247. return RSG::utilities->get_rendering_info(p_info);
  248. }
  249. RenderingDevice::DeviceType RenderingServerDefault::get_video_adapter_type() const {
  250. return RSG::utilities->get_video_adapter_type();
  251. }
  252. void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) {
  253. RSG::utilities->capturing_timestamps = p_enable;
  254. }
  255. uint64_t RenderingServerDefault::get_frame_profile_frame() {
  256. return frame_profile_frame;
  257. }
  258. Vector<RenderingServer::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
  259. return frame_profile;
  260. }
  261. /* TESTING */
  262. Color RenderingServerDefault::get_default_clear_color() {
  263. return RSG::texture_storage->get_default_clear_color();
  264. }
  265. void RenderingServerDefault::set_default_clear_color(const Color &p_color) {
  266. RSG::texture_storage->set_default_clear_color(p_color);
  267. }
  268. #ifndef DISABLE_DEPRECATED
  269. bool RenderingServerDefault::has_feature(Features p_feature) const {
  270. return false;
  271. }
  272. #endif
  273. void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  274. RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir);
  275. }
  276. void RenderingServerDefault::set_print_gpu_profile(bool p_enable) {
  277. RSG::utilities->capturing_timestamps = p_enable;
  278. print_gpu_profile = p_enable;
  279. }
  280. RID RenderingServerDefault::get_test_cube() {
  281. if (!test_cube.is_valid()) {
  282. test_cube = _make_test_cube();
  283. }
  284. return test_cube;
  285. }
  286. bool RenderingServerDefault::has_os_feature(const String &p_feature) const {
  287. if (RSG::utilities) {
  288. return RSG::utilities->has_os_feature(p_feature);
  289. } else {
  290. return false;
  291. }
  292. }
  293. void RenderingServerDefault::set_debug_generate_wireframes(bool p_generate) {
  294. RSG::utilities->set_debug_generate_wireframes(p_generate);
  295. }
  296. bool RenderingServerDefault::is_low_end() const {
  297. return RendererCompositor::is_low_end();
  298. }
  299. Size2i RenderingServerDefault::get_maximum_viewport_size() const {
  300. if (RSG::utilities) {
  301. return RSG::utilities->get_maximum_viewport_size();
  302. } else {
  303. return Size2i();
  304. }
  305. }
  306. void RenderingServerDefault::_assign_mt_ids(WorkerThreadPool::TaskID p_pump_task_id) {
  307. server_thread = Thread::get_caller_id();
  308. server_task_id = p_pump_task_id;
  309. // This is needed because the main RD is created on the main thread.
  310. RenderingDevice::get_singleton()->make_current();
  311. }
  312. void RenderingServerDefault::_thread_exit() {
  313. exit = true;
  314. }
  315. void RenderingServerDefault::_thread_loop() {
  316. DisplayServer::get_singleton()->gl_window_make_current(DisplayServer::MAIN_WINDOW_ID); // Move GL to this thread.
  317. while (!exit) {
  318. WorkerThreadPool::get_singleton()->yield();
  319. command_queue.flush_all();
  320. }
  321. DisplayServer::get_singleton()->release_rendering_thread();
  322. }
  323. /* INTERPOLATION */
  324. void RenderingServerDefault::set_physics_interpolation_enabled(bool p_enabled) {
  325. RSG::canvas->set_physics_interpolation_enabled(p_enabled);
  326. RSG::scene->set_physics_interpolation_enabled(p_enabled);
  327. }
  328. /* EVENT QUEUING */
  329. void RenderingServerDefault::sync() {
  330. if (create_thread) {
  331. command_queue.sync();
  332. } else {
  333. command_queue.flush_all(); // Flush all pending from other threads.
  334. }
  335. }
  336. void RenderingServerDefault::draw(bool p_swap_buffers, double frame_step) {
  337. 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().");
  338. // Needs to be done before changes is reset to 0, to not force the editor to redraw.
  339. RS::get_singleton()->emit_signal(SNAME("frame_pre_draw"));
  340. changes = 0;
  341. if (create_thread) {
  342. command_queue.push(this, &RenderingServerDefault::_draw, p_swap_buffers, frame_step);
  343. } else {
  344. _draw(p_swap_buffers, frame_step);
  345. }
  346. }
  347. void RenderingServerDefault::tick() {
  348. RSG::canvas->tick();
  349. RSG::scene->tick();
  350. }
  351. void RenderingServerDefault::pre_draw(bool p_will_draw) {
  352. RSG::scene->pre_draw(p_will_draw);
  353. }
  354. void RenderingServerDefault::_call_on_render_thread(const Callable &p_callable) {
  355. p_callable.call();
  356. }
  357. RenderingServerDefault::RenderingServerDefault(bool p_create_thread) {
  358. RenderingServer::init();
  359. create_thread = p_create_thread;
  360. }
  361. RenderingServerDefault::~RenderingServerDefault() {
  362. }