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- #include "BsCoreApplication.h"
- #include "BsRenderSystem.h"
- #include "BsRenderSystemManager.h"
- #include "BsPlatform.h"
- #include "BsHardwareBufferManager.h"
- #include "BsRenderWindow.h"
- #include "BsViewport.h"
- #include "BsVector2.h"
- #include "BsGpuProgram.h"
- #include "BsCoreObjectManager.h"
- #include "BsGameObjectManager.h"
- #include "BsDynLib.h"
- #include "BsDynLibManager.h"
- #include "BsCoreSceneManager.h"
- #include "BsImporter.h"
- #include "BsResources.h"
- #include "BsMesh.h"
- #include "BsSceneObject.h"
- #include "BsTime.h"
- #include "BsInput.h"
- #include "BsRendererManager.h"
- #include "BsGpuProgramManager.h"
- #include "BsMeshManager.h"
- #include "BsMaterialManager.h"
- #include "BsFontManager.h"
- #include "BsRenderWindowManager.h"
- #include "BsRenderer.h"
- #include "BsDeferredCallManager.h"
- #include "BsCoreThread.h"
- #include "BsStringTable.h"
- #include "BsProfilingManager.h"
- #include "BsProfilerCPU.h"
- #include "BsProfilerGPU.h"
- #include "BsQueryManager.h"
- #include "BsThreadPool.h"
- #include "BsTaskScheduler.h"
- #include "BsUUID.h"
- #include "BsRenderStats.h"
- #include "BsMaterial.h"
- #include "BsShader.h"
- #include "BsTechnique.h"
- #include "BsPass.h"
- #include "BsRendererManager.h"
- namespace BansheeEngine
- {
- CoreApplication::CoreApplication(START_UP_DESC& desc)
- :mPrimaryWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false), mSceneManagerPlugin(nullptr)
- {
- UINT32 numWorkerThreads = BS_THREAD_HARDWARE_CONCURRENCY - 1; // Number of cores while excluding current thread.
- Platform::_startUp();
- MemStack::beginThread();
- UUIDGenerator::startUp();
- ProfilerCPU::startUp();
- ProfilingManager::startUp();
- ThreadPool::startUp<TThreadPool<ThreadBansheePolicy>>((numWorkerThreads));
- TaskScheduler::startUp();
- TaskScheduler::instance().removeWorker();
- RenderStats::startUp();
- CoreThread::startUp();
- StringTable::startUp();
- DeferredCallManager::startUp();
- Time::startUp();
- DynLibManager::startUp();
- CoreObjectManager::startUp();
- GameObjectManager::startUp();
- Resources::startUp();
- GpuProgramManager::startUp();
- RenderSystemManager::startUp();
- mPrimaryWindow = RenderSystemManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
- Input::startUp();
- RendererManager::startUp();
- loadPlugin(desc.renderer);
- loadPlugin(desc.sceneManager, &mSceneManagerPlugin);
- RendererManager::instance().setActive(desc.renderer);
- ProfilerGPU::startUp();
- MeshManager::startUp();
- MaterialManager::startUp();
- FontManager::startUp();
- Importer::startUp();
- for (auto& importerName : desc.importers)
- loadPlugin(importerName);
- loadPlugin(desc.input, nullptr, mPrimaryWindow.get());
- }
- CoreApplication::~CoreApplication()
- {
- mPrimaryWindow->destroy();
- mPrimaryWindow = nullptr;
- Importer::shutDown();
- FontManager::shutDown();
- MaterialManager::shutDown();
- MeshManager::shutDown();
- ProfilerGPU::shutDown();
- unloadPlugin(mSceneManagerPlugin);
- RendererManager::shutDown();
- RenderSystemManager::shutDown();
- Input::shutDown();
- GpuProgramManager::shutDown();
- Resources::shutDown();
- GameObjectManager::shutDown();
- CoreObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
- DynLibManager::shutDown();
- Time::shutDown();
- DeferredCallManager::shutDown();
- StringTable::shutDown();
- CoreThread::shutDown();
- RenderStats::shutDown();
- TaskScheduler::shutDown();
- ThreadPool::shutDown();
- ProfilingManager::shutDown();
- ProfilerCPU::shutDown();
- UUIDGenerator::shutDown();
- MemStack::endThread();
- Platform::_shutDown();
- }
- void CoreApplication::runMainLoop()
- {
- mRunMainLoop = true;
- while(mRunMainLoop)
- {
- gProfilerCPU().beginThread("Sim");
- gCoreThread().update();
- Platform::_update();
- DeferredCallManager::instance()._update();
- RenderWindowManager::instance()._update();
- gInput()._update();
- gTime().update();
- PROFILE_CALL(gSceneManager()._update(), "SceneManager");
- gCoreThread().queueCommand(std::bind(&CoreApplication::beginCoreProfiling, this));
- gCoreThread().queueCommand(std::bind(&QueryManager::_update, QueryManager::instancePtr()));
- update();
- PROFILE_CALL(RendererManager::instance().getActive()->renderAll(), "Render");
- // Core and sim thread run in lockstep. This will result in a larger input latency than if I was
- // running just a single thread. Latency becomes worse if the core thread takes longer than sim
- // thread, in which case sim thread needs to wait. Optimal solution would be to get an average
- // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
- {
- BS_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
- while(!mIsFrameRenderingFinished)
- {
- TaskScheduler::instance().addWorker();
- BS_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
- TaskScheduler::instance().removeWorker();
- }
- mIsFrameRenderingFinished = false;
- }
- gCoreThread().queueCommand(&Platform::_coreUpdate);
- gCoreThread().submitAccessors();
- gCoreThread().queueCommand(std::bind(&CoreApplication::endCoreProfiling, this));
- gCoreThread().queueCommand(std::bind(&CoreApplication::frameRenderingFinishedCallback, this));
- gProfilerCPU().endThread();
- gProfiler()._update();
- }
- }
- void CoreApplication::update()
- {
- // Do nothing
- }
- void CoreApplication::stopMainLoop()
- {
- mRunMainLoop = false; // No sync primitives needed, in that rare case of
- // a race condition we might run the loop one extra iteration which is acceptable
- }
- void CoreApplication::frameRenderingFinishedCallback()
- {
- BS_LOCK_MUTEX(mFrameRenderingFinishedMutex);
- mIsFrameRenderingFinished = true;
- BS_THREAD_NOTIFY_ONE(mFrameRenderingFinishedCondition);
- }
- void CoreApplication::beginCoreProfiling()
- {
- gProfilerCPU().beginThread("Core");
- ProfilerGPU::instance().beginFrame();
- }
- void CoreApplication::endCoreProfiling()
- {
- ProfilerGPU::instance().endFrame();
- ProfilerGPU::instance()._update();
- gProfilerCPU().endThread();
- gProfiler()._updateCore();
- }
- void* CoreApplication::loadPlugin(const String& pluginName, DynLib** library, void* passThrough)
- {
- String name = pluginName;
- #if BS_PLATFORM == BS_PLATFORM_LINUX
- if (name.substr(name.length() - 3, 3) != ".so")
- name += ".so";
- #elif BS_PLATFORM == BS_PLATFORM_APPLE
- if (name.substr(name.length() - 6, 6) != ".dylib")
- name += ".dylib";
- #elif BS_PLATFORM == BS_PLATFORM_WIN32
- // Although LoadLibraryEx will add .dll itself when you only specify the library name,
- // if you include a relative path then it does not. So, add it to be sure.
- if (name.substr(name.length() - 4, 4) != ".dll")
- name += ".dll";
- #endif
- DynLib* loadedLibrary = gDynLibManager().load(name);
- if(library != nullptr)
- *library = loadedLibrary;
- if(loadedLibrary != nullptr)
- {
- if (passThrough == nullptr)
- {
- typedef void* (*LoadPluginFunc)();
- LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
- if (loadPluginFunc != nullptr)
- return loadPluginFunc();
- }
- else
- {
- typedef void* (*LoadPluginFunc)(void*);
- LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
- if (loadPluginFunc != nullptr)
- return loadPluginFunc(passThrough);
- }
- }
- return nullptr;
- }
- void CoreApplication::unloadPlugin(DynLib* library)
- {
- typedef void (*UnloadPluginFunc)();
- UnloadPluginFunc unloadPluginFunc = (UnloadPluginFunc)library->getSymbol("unloadPlugin");
- if(unloadPluginFunc != nullptr)
- unloadPluginFunc();
- gDynLibManager().unload(library);
- }
- CoreApplication& gCoreApplication()
- {
- return CoreApplication::instance();
- }
- }
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