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. RSG::canvas->update();
  69. frame_setup_time = double(OS::get_singleton()->get_ticks_usec() - time_usec) / 1000.0;
  70. RSG::particles_storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered
  71. RSG::scene->render_probes();
  72. RSG::viewport->draw_viewports(p_swap_buffers);
  73. RSG::canvas_render->update();
  74. RSG::rasterizer->end_frame(p_swap_buffers);
  75. #ifndef _3D_DISABLED
  76. XRServer *xr_server = XRServer::get_singleton();
  77. if (xr_server != nullptr) {
  78. // let our XR server know we're done so we can get our frame timing
  79. xr_server->end_frame();
  80. }
  81. #endif // _3D_DISABLED
  82. RSG::canvas->update_visibility_notifiers();
  83. RSG::scene->update_visibility_notifiers();
  84. if (create_thread) {
  85. callable_mp(this, &RenderingServerDefault::_run_post_draw_steps).call_deferred();
  86. } else {
  87. _run_post_draw_steps();
  88. }
  89. if (RSG::utilities->get_captured_timestamps_count()) {
  90. Vector<FrameProfileArea> new_profile;
  91. if (RSG::utilities->capturing_timestamps) {
  92. new_profile.resize(RSG::utilities->get_captured_timestamps_count());
  93. }
  94. uint64_t base_cpu = RSG::utilities->get_captured_timestamp_cpu_time(0);
  95. uint64_t base_gpu = RSG::utilities->get_captured_timestamp_gpu_time(0);
  96. for (uint32_t i = 0; i < RSG::utilities->get_captured_timestamps_count(); i++) {
  97. uint64_t time_cpu = RSG::utilities->get_captured_timestamp_cpu_time(i);
  98. uint64_t time_gpu = RSG::utilities->get_captured_timestamp_gpu_time(i);
  99. String name = RSG::utilities->get_captured_timestamp_name(i);
  100. if (name.begins_with("vp_")) {
  101. RSG::viewport->handle_timestamp(name, time_cpu, time_gpu);
  102. }
  103. if (RSG::utilities->capturing_timestamps) {
  104. new_profile.write[i].gpu_msec = double((time_gpu - base_gpu) / 1000) / 1000.0;
  105. new_profile.write[i].cpu_msec = double(time_cpu - base_cpu) / 1000.0;
  106. new_profile.write[i].name = RSG::utilities->get_captured_timestamp_name(i);
  107. }
  108. }
  109. frame_profile = new_profile;
  110. }
  111. frame_profile_frame = RSG::utilities->get_captured_timestamps_frame();
  112. if (print_gpu_profile) {
  113. if (print_frame_profile_ticks_from == 0) {
  114. print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
  115. }
  116. double total_time = 0.0;
  117. for (int i = 0; i < frame_profile.size() - 1; i++) {
  118. String name = frame_profile[i].name;
  119. if (name[0] == '<' || name[0] == '>') {
  120. continue;
  121. }
  122. double time = frame_profile[i + 1].gpu_msec - frame_profile[i].gpu_msec;
  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. if (frame_profile.size()) {
  130. total_time = frame_profile[frame_profile.size() - 1].gpu_msec;
  131. }
  132. uint64_t ticks_elapsed = OS::get_singleton()->get_ticks_usec() - print_frame_profile_ticks_from;
  133. print_frame_profile_frame_count++;
  134. if (ticks_elapsed > 1000000) {
  135. print_line("GPU PROFILE (total " + rtos(total_time) + "ms): ");
  136. float print_threshold = 0.01;
  137. for (const KeyValue<String, float> &E : print_gpu_profile_task_time) {
  138. double time = E.value / double(print_frame_profile_frame_count);
  139. if (time > print_threshold) {
  140. print_line("\t-" + E.key + ": " + rtos(time) + "ms");
  141. }
  142. }
  143. print_gpu_profile_task_time.clear();
  144. print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
  145. print_frame_profile_frame_count = 0;
  146. }
  147. }
  148. RSG::utilities->update_memory_info();
  149. }
  150. void RenderingServerDefault::_run_post_draw_steps() {
  151. while (frame_drawn_callbacks.front()) {
  152. Callable c = frame_drawn_callbacks.front()->get();
  153. Variant result;
  154. Callable::CallError ce;
  155. c.callp(nullptr, 0, result, ce);
  156. if (ce.error != Callable::CallError::CALL_OK) {
  157. String err = Variant::get_callable_error_text(c, nullptr, 0, ce);
  158. ERR_PRINT("Error calling frame drawn function: " + err);
  159. }
  160. frame_drawn_callbacks.pop_front();
  161. }
  162. emit_signal(SNAME("frame_post_draw"));
  163. }
  164. double RenderingServerDefault::get_frame_setup_time_cpu() const {
  165. return frame_setup_time;
  166. }
  167. bool RenderingServerDefault::has_changed() const {
  168. return changes > 0;
  169. }
  170. void RenderingServerDefault::_init() {
  171. RSG::threaded = create_thread;
  172. RSG::canvas = memnew(RendererCanvasCull);
  173. RSG::viewport = memnew(RendererViewport);
  174. RendererSceneCull *sr = memnew(RendererSceneCull);
  175. RSG::camera_attributes = memnew(RendererCameraAttributes);
  176. RSG::scene = sr;
  177. RSG::rasterizer = RendererCompositor::create();
  178. RSG::utilities = RSG::rasterizer->get_utilities();
  179. RSG::rasterizer->initialize();
  180. RSG::light_storage = RSG::rasterizer->get_light_storage();
  181. RSG::material_storage = RSG::rasterizer->get_material_storage();
  182. RSG::mesh_storage = RSG::rasterizer->get_mesh_storage();
  183. RSG::particles_storage = RSG::rasterizer->get_particles_storage();
  184. RSG::texture_storage = RSG::rasterizer->get_texture_storage();
  185. RSG::gi = RSG::rasterizer->get_gi();
  186. RSG::fog = RSG::rasterizer->get_fog();
  187. RSG::canvas_render = RSG::rasterizer->get_canvas();
  188. sr->set_scene_render(RSG::rasterizer->get_scene());
  189. }
  190. void RenderingServerDefault::_finish() {
  191. if (test_cube.is_valid()) {
  192. free(test_cube);
  193. }
  194. RSG::canvas->finalize();
  195. memdelete(RSG::canvas);
  196. RSG::rasterizer->finalize();
  197. memdelete(RSG::viewport);
  198. memdelete(RSG::rasterizer);
  199. memdelete(RSG::scene);
  200. memdelete(RSG::camera_attributes);
  201. }
  202. void RenderingServerDefault::init() {
  203. if (create_thread) {
  204. print_verbose("RenderingServerWrapMT: Starting render thread");
  205. DisplayServer::get_singleton()->release_rendering_thread();
  206. WorkerThreadPool::TaskID tid = WorkerThreadPool::get_singleton()->add_task(callable_mp(this, &RenderingServerDefault::_thread_loop), true);
  207. command_queue.set_pump_task_id(tid);
  208. command_queue.push(this, &RenderingServerDefault::_assign_mt_ids, tid);
  209. command_queue.push_and_sync(this, &RenderingServerDefault::_init);
  210. DEV_ASSERT(server_task_id == tid);
  211. } else {
  212. server_thread = Thread::MAIN_ID;
  213. _init();
  214. }
  215. }
  216. void RenderingServerDefault::finish() {
  217. if (create_thread) {
  218. command_queue.push(this, &RenderingServerDefault::_finish);
  219. command_queue.push(this, &RenderingServerDefault::_thread_exit);
  220. if (server_task_id != WorkerThreadPool::INVALID_TASK_ID) {
  221. WorkerThreadPool::get_singleton()->wait_for_task_completion(server_task_id);
  222. server_task_id = WorkerThreadPool::INVALID_TASK_ID;
  223. }
  224. server_thread = Thread::MAIN_ID;
  225. } else {
  226. _finish();
  227. }
  228. }
  229. /* STATUS INFORMATION */
  230. uint64_t RenderingServerDefault::get_rendering_info(RenderingInfo p_info) {
  231. if (p_info == RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME) {
  232. return RSG::viewport->get_total_objects_drawn();
  233. } else if (p_info == RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME) {
  234. return RSG::viewport->get_total_primitives_drawn();
  235. } else if (p_info == RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME) {
  236. return RSG::viewport->get_total_draw_calls_used();
  237. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS) {
  238. return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_CANVAS);
  239. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_MESH) {
  240. return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_MESH) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_MESH);
  241. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE) {
  242. return RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_SURFACE);
  243. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW) {
  244. return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_DRAW) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_DRAW);
  245. } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_SPECIALIZATION) {
  246. return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_SPECIALIZATION) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_SPECIALIZATION);
  247. }
  248. return RSG::utilities->get_rendering_info(p_info);
  249. }
  250. RenderingDevice::DeviceType RenderingServerDefault::get_video_adapter_type() const {
  251. return RSG::utilities->get_video_adapter_type();
  252. }
  253. void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) {
  254. RSG::utilities->capturing_timestamps = p_enable;
  255. }
  256. uint64_t RenderingServerDefault::get_frame_profile_frame() {
  257. return frame_profile_frame;
  258. }
  259. Vector<RenderingServer::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
  260. return frame_profile;
  261. }
  262. /* TESTING */
  263. Color RenderingServerDefault::get_default_clear_color() {
  264. return RSG::texture_storage->get_default_clear_color();
  265. }
  266. void RenderingServerDefault::set_default_clear_color(const Color &p_color) {
  267. RSG::texture_storage->set_default_clear_color(p_color);
  268. }
  269. #ifndef DISABLE_DEPRECATED
  270. bool RenderingServerDefault::has_feature(Features p_feature) const {
  271. return false;
  272. }
  273. #endif
  274. void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  275. RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir);
  276. }
  277. void RenderingServerDefault::set_print_gpu_profile(bool p_enable) {
  278. RSG::utilities->capturing_timestamps = p_enable;
  279. print_gpu_profile = p_enable;
  280. }
  281. RID RenderingServerDefault::get_test_cube() {
  282. if (!test_cube.is_valid()) {
  283. test_cube = _make_test_cube();
  284. }
  285. return test_cube;
  286. }
  287. bool RenderingServerDefault::has_os_feature(const String &p_feature) const {
  288. if (RSG::utilities) {
  289. return RSG::utilities->has_os_feature(p_feature);
  290. } else {
  291. return false;
  292. }
  293. }
  294. void RenderingServerDefault::set_debug_generate_wireframes(bool p_generate) {
  295. RSG::utilities->set_debug_generate_wireframes(p_generate);
  296. }
  297. bool RenderingServerDefault::is_low_end() const {
  298. return RendererCompositor::is_low_end();
  299. }
  300. Size2i RenderingServerDefault::get_maximum_viewport_size() const {
  301. if (RSG::utilities) {
  302. return RSG::utilities->get_maximum_viewport_size();
  303. } else {
  304. return Size2i();
  305. }
  306. }
  307. void RenderingServerDefault::_assign_mt_ids(WorkerThreadPool::TaskID p_pump_task_id) {
  308. server_thread = Thread::get_caller_id();
  309. server_task_id = p_pump_task_id;
  310. // This is needed because the main RD is created on the main thread.
  311. RenderingDevice::get_singleton()->make_current();
  312. }
  313. void RenderingServerDefault::_thread_exit() {
  314. exit = true;
  315. }
  316. void RenderingServerDefault::_thread_loop() {
  317. DisplayServer::get_singleton()->gl_window_make_current(DisplayServer::MAIN_WINDOW_ID); // Move GL to this thread.
  318. while (!exit) {
  319. WorkerThreadPool::get_singleton()->yield();
  320. command_queue.flush_all();
  321. }
  322. DisplayServer::get_singleton()->release_rendering_thread();
  323. }
  324. /* INTERPOLATION */
  325. void RenderingServerDefault::set_physics_interpolation_enabled(bool p_enabled) {
  326. RSG::canvas->set_physics_interpolation_enabled(p_enabled);
  327. RSG::scene->set_physics_interpolation_enabled(p_enabled);
  328. }
  329. /* EVENT QUEUING */
  330. void RenderingServerDefault::sync() {
  331. if (create_thread) {
  332. command_queue.sync();
  333. } else {
  334. command_queue.flush_all(); // Flush all pending from other threads.
  335. }
  336. }
  337. void RenderingServerDefault::draw(bool p_present, double frame_step) {
  338. 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().");
  339. // Needs to be done before changes is reset to 0, to not force the editor to redraw.
  340. RS::get_singleton()->emit_signal(SNAME("frame_pre_draw"));
  341. changes = 0;
  342. if (create_thread) {
  343. command_queue.push(this, &RenderingServerDefault::_draw, p_present, frame_step);
  344. } else {
  345. _draw(p_present, frame_step);
  346. }
  347. }
  348. void RenderingServerDefault::tick() {
  349. RSG::canvas->tick();
  350. RSG::scene->tick();
  351. }
  352. void RenderingServerDefault::pre_draw(bool p_will_draw) {
  353. RSG::scene->pre_draw(p_will_draw);
  354. }
  355. void RenderingServerDefault::_call_on_render_thread(const Callable &p_callable) {
  356. p_callable.call();
  357. }
  358. RenderingServerDefault::RenderingServerDefault(bool p_create_thread) {
  359. RenderingServer::init();
  360. create_thread = p_create_thread;
  361. }
  362. RenderingServerDefault::~RenderingServerDefault() {
  363. }