BsCoreApplication.cpp 10 KB

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  1. #include "BsCoreApplication.h"
  2. #include "BsRenderAPI.h"
  3. #include "BsRenderAPIManager.h"
  4. #include "BsPlatform.h"
  5. #include "BsHardwareBufferManager.h"
  6. #include "BsRenderWindow.h"
  7. #include "BsViewport.h"
  8. #include "BsVector2.h"
  9. #include "BsGpuProgram.h"
  10. #include "BsCoreObjectManager.h"
  11. #include "BsGameObjectManager.h"
  12. #include "BsDynLib.h"
  13. #include "BsDynLibManager.h"
  14. #include "BsCoreSceneManager.h"
  15. #include "BsImporter.h"
  16. #include "BsResources.h"
  17. #include "BsMesh.h"
  18. #include "BsSceneObject.h"
  19. #include "BsTime.h"
  20. #include "BsInput.h"
  21. #include "BsRendererManager.h"
  22. #include "BsGpuProgramManager.h"
  23. #include "BsMeshManager.h"
  24. #include "BsMaterialManager.h"
  25. #include "BsFontManager.h"
  26. #include "BsRenderWindowManager.h"
  27. #include "BsCoreRenderer.h"
  28. #include "BsDeferredCallManager.h"
  29. #include "BsCoreThread.h"
  30. #include "BsStringTableManager.h"
  31. #include "BsProfilingManager.h"
  32. #include "BsProfilerCPU.h"
  33. #include "BsProfilerGPU.h"
  34. #include "BsQueryManager.h"
  35. #include "BsThreadPool.h"
  36. #include "BsTaskScheduler.h"
  37. #include "BsRenderStats.h"
  38. #include "BsMessageHandler.h"
  39. #include "BsResourceListenerManager.h"
  40. #include "BsRenderStateManager.h"
  41. #include "BsShaderManager.h"
  42. #include "BsMaterial.h"
  43. #include "BsShader.h"
  44. #include "BsTechnique.h"
  45. #include "BsPass.h"
  46. #include "BsRendererManager.h"
  47. namespace BansheeEngine
  48. {
  49. CoreApplication::CoreApplication(START_UP_DESC& desc)
  50. :mPrimaryWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false),
  51. mRendererPlugin(nullptr), mSimThreadId(BS_THREAD_CURRENT_ID), mStartUpDesc(desc)
  52. { }
  53. CoreApplication::~CoreApplication()
  54. {
  55. mPrimaryWindow->destroy();
  56. mPrimaryWindow = nullptr;
  57. Importer::shutDown();
  58. FontManager::shutDown();
  59. MaterialManager::shutDown();
  60. MeshManager::shutDown();
  61. ProfilerGPU::shutDown();
  62. CoreSceneManager::shutDown();
  63. Input::shutDown();
  64. Resources::shutDown();
  65. ResourceListenerManager::shutDown();
  66. GameObjectManager::shutDown();
  67. RenderStateManager::shutDown();
  68. RendererManager::shutDown();
  69. // All CoreObject related modules should be shut down now. They have likely queued CoreObjects for destruction, so
  70. // we need to wait for those objects to get destroyed before continuing.
  71. CoreObjectManager::instance().clearDirty();
  72. gCoreThread().update();
  73. gCoreThread().submitAccessors(true);
  74. unloadPlugin(mRendererPlugin);
  75. RenderAPIManager::shutDown();
  76. GpuProgramCoreManager::shutDown();
  77. GpuProgramManager::shutDown();
  78. CoreObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  79. DynLibManager::shutDown();
  80. Time::shutDown();
  81. DeferredCallManager::shutDown();
  82. StringTableManager::shutDown();
  83. CoreThread::shutDown();
  84. RenderStats::shutDown();
  85. TaskScheduler::shutDown();
  86. ThreadPool::shutDown();
  87. ProfilingManager::shutDown();
  88. ProfilerCPU::shutDown();
  89. MessageHandler::shutDown();
  90. ShaderManager::shutDown();
  91. MemStack::endThread();
  92. Platform::_shutDown();
  93. }
  94. void CoreApplication::onStartUp()
  95. {
  96. UINT32 numWorkerThreads = BS_THREAD_HARDWARE_CONCURRENCY - 1; // Number of cores while excluding current thread.
  97. Platform::_startUp();
  98. MemStack::beginThread();
  99. ShaderManager::startUp(getShaderIncludeHandler());
  100. MessageHandler::startUp();
  101. ProfilerCPU::startUp();
  102. ProfilingManager::startUp();
  103. ThreadPool::startUp<TThreadPool<ThreadBansheePolicy>>((numWorkerThreads));
  104. TaskScheduler::startUp();
  105. TaskScheduler::instance().removeWorker();
  106. RenderStats::startUp();
  107. CoreThread::startUp();
  108. StringTableManager::startUp();
  109. DeferredCallManager::startUp();
  110. Time::startUp();
  111. DynLibManager::startUp();
  112. CoreObjectManager::startUp();
  113. GameObjectManager::startUp();
  114. Resources::startUp();
  115. ResourceListenerManager::startUp();
  116. GpuProgramManager::startUp();
  117. RenderStateManager::startUp();
  118. GpuProgramCoreManager::startUp();
  119. RenderAPIManager::startUp();
  120. mPrimaryWindow = RenderAPIManager::instance().initialize(mStartUpDesc.renderAPI, mStartUpDesc.primaryWindowDesc);
  121. Input::startUp();
  122. RendererManager::startUp();
  123. loadPlugin(mStartUpDesc.renderer, &mRendererPlugin);
  124. SceneManagerFactory::create();
  125. RendererManager::instance().setActive(mStartUpDesc.renderer);
  126. ProfilerGPU::startUp();
  127. MeshManager::startUp();
  128. MaterialManager::startUp();
  129. FontManager::startUp();
  130. Importer::startUp();
  131. for (auto& importerName : mStartUpDesc.importers)
  132. loadPlugin(importerName);
  133. loadPlugin(mStartUpDesc.input, nullptr, mPrimaryWindow.get());
  134. }
  135. void CoreApplication::runMainLoop()
  136. {
  137. mRunMainLoop = true;
  138. while(mRunMainLoop)
  139. {
  140. gProfilerCPU().beginThread("Sim");
  141. Platform::_update();
  142. DeferredCallManager::instance()._update();
  143. gTime().update();
  144. gInput()._update();
  145. // RenderWindowManager::update needs to happen after Input::update and before Input::_triggerCallbacks,
  146. // so that all input is properly captured in case there is a focus change, and so that
  147. // focus change is registered before input events are sent out (mouse press can result in code
  148. // checking if a window is in focus, so it has to be up to date)
  149. RenderWindowManager::instance()._update();
  150. gInput()._triggerCallbacks();
  151. gDebug()._triggerCallbacks();
  152. preUpdate();
  153. PROFILE_CALL(gCoreSceneManager()._update(), "SceneManager");
  154. gCoreThread().queueCommand(std::bind(&CoreApplication::beginCoreProfiling, this));
  155. gCoreThread().queueCommand(std::bind(&RenderWindowCoreManager::_update, RenderWindowCoreManager::instancePtr()));
  156. gCoreThread().queueCommand(std::bind(&QueryManager::_update, QueryManager::instancePtr()));
  157. // Update plugins
  158. for (auto& pluginUpdateFunc : mPluginUpdateFunctions)
  159. pluginUpdateFunc.second();
  160. postUpdate();
  161. // Send out resource events in case any were loaded/destroyed/modified
  162. ResourceListenerManager::instance().update();
  163. gCoreSceneManager()._updateCoreObjectTransforms();
  164. PROFILE_CALL(RendererManager::instance().getActive()->renderAll(), "Render");
  165. // Core and sim thread run in lockstep. This will result in a larger input latency than if I was
  166. // running just a single thread. Latency becomes worse if the core thread takes longer than sim
  167. // thread, in which case sim thread needs to wait. Optimal solution would be to get an average
  168. // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
  169. {
  170. BS_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  171. while(!mIsFrameRenderingFinished)
  172. {
  173. TaskScheduler::instance().addWorker();
  174. BS_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  175. TaskScheduler::instance().removeWorker();
  176. }
  177. mIsFrameRenderingFinished = false;
  178. }
  179. gCoreThread().queueCommand(&Platform::_coreUpdate);
  180. gCoreThread().update();
  181. gCoreThread().submitAccessors();
  182. gCoreThread().queueCommand(std::bind(&CoreApplication::endCoreProfiling, this));
  183. gCoreThread().queueCommand(std::bind(&CoreApplication::frameRenderingFinishedCallback, this));
  184. gProfilerCPU().endThread();
  185. gProfiler()._update();
  186. }
  187. // Wait until last core frame is finished before exiting
  188. {
  189. BS_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  190. while (!mIsFrameRenderingFinished)
  191. {
  192. TaskScheduler::instance().addWorker();
  193. BS_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  194. TaskScheduler::instance().removeWorker();
  195. }
  196. }
  197. }
  198. void CoreApplication::preUpdate()
  199. {
  200. // Do nothing
  201. }
  202. void CoreApplication::postUpdate()
  203. {
  204. // Do nothing
  205. }
  206. void CoreApplication::stopMainLoop()
  207. {
  208. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  209. // a race condition we might run the loop one extra iteration which is acceptable
  210. }
  211. void CoreApplication::frameRenderingFinishedCallback()
  212. {
  213. BS_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  214. mIsFrameRenderingFinished = true;
  215. BS_THREAD_NOTIFY_ONE(mFrameRenderingFinishedCondition);
  216. }
  217. void CoreApplication::beginCoreProfiling()
  218. {
  219. gProfilerCPU().beginThread("Core");
  220. ProfilerGPU::instance().beginFrame();
  221. }
  222. void CoreApplication::endCoreProfiling()
  223. {
  224. ProfilerGPU::instance().endFrame();
  225. ProfilerGPU::instance()._update();
  226. gProfilerCPU().endThread();
  227. gProfiler()._updateCore();
  228. }
  229. void* CoreApplication::loadPlugin(const String& pluginName, DynLib** library, void* passThrough)
  230. {
  231. String name = pluginName;
  232. #if BS_PLATFORM == BS_PLATFORM_LINUX
  233. if (name.substr(name.length() - 3, 3) != ".so")
  234. name += ".so";
  235. #elif BS_PLATFORM == BS_PLATFORM_APPLE
  236. if (name.substr(name.length() - 6, 6) != ".dylib")
  237. name += ".dylib";
  238. #elif BS_PLATFORM == BS_PLATFORM_WIN32
  239. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  240. // if you include a relative path then it does not. So, add it to be sure.
  241. if (name.substr(name.length() - 4, 4) != ".dll")
  242. name += ".dll";
  243. #endif
  244. DynLib* loadedLibrary = gDynLibManager().load(name);
  245. if(library != nullptr)
  246. *library = loadedLibrary;
  247. void* retVal = nullptr;
  248. if(loadedLibrary != nullptr)
  249. {
  250. if (passThrough == nullptr)
  251. {
  252. typedef void* (*LoadPluginFunc)();
  253. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
  254. if (loadPluginFunc != nullptr)
  255. retVal = loadPluginFunc();
  256. }
  257. else
  258. {
  259. typedef void* (*LoadPluginFunc)(void*);
  260. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
  261. if (loadPluginFunc != nullptr)
  262. retVal = loadPluginFunc(passThrough);
  263. }
  264. UpdatePluginFunc loadPluginFunc = (UpdatePluginFunc)loadedLibrary->getSymbol("updatePlugin");
  265. if (loadPluginFunc != nullptr)
  266. mPluginUpdateFunctions[loadedLibrary] = loadPluginFunc;
  267. }
  268. return retVal;
  269. }
  270. void CoreApplication::unloadPlugin(DynLib* library)
  271. {
  272. typedef void (*UnloadPluginFunc)();
  273. UnloadPluginFunc unloadPluginFunc = (UnloadPluginFunc)library->getSymbol("unloadPlugin");
  274. if(unloadPluginFunc != nullptr)
  275. unloadPluginFunc();
  276. mPluginUpdateFunctions.erase(library);
  277. gDynLibManager().unload(library);
  278. }
  279. ShaderIncludeHandlerPtr CoreApplication::getShaderIncludeHandler() const
  280. {
  281. return bs_shared_ptr_new<DefaultShaderIncludeHandler>();
  282. }
  283. CoreApplication& gCoreApplication()
  284. {
  285. return CoreApplication::instance();
  286. }
  287. }