BsCoreApplication.cpp 11 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 "BsStringTable.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 "BsUUID.h"
  38. #include "BsRenderStats.h"
  39. #include "BsMessageHandler.h"
  40. #include "BsResourceListenerManager.h"
  41. #include "BsRenderStateManager.h"
  42. #include "BsMaterial.h"
  43. #include "BsShader.h"
  44. #include "BsTechnique.h"
  45. #include "BsPass.h"
  46. #include "BsRendererManager.h"
  47. #include <csignal>
  48. namespace BansheeEngine
  49. {
  50. void handleAbort(int error)
  51. {
  52. BS_EXCEPT(InternalErrorException, "abort() called.");
  53. }
  54. CoreApplication::CoreApplication(START_UP_DESC& desc)
  55. :mPrimaryWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false),
  56. mSceneManagerPlugin(nullptr), mRendererPlugin(nullptr)
  57. {
  58. signal(SIGABRT, handleAbort);
  59. UINT32 numWorkerThreads = BS_THREAD_HARDWARE_CONCURRENCY - 1; // Number of cores while excluding current thread.
  60. Platform::_startUp();
  61. MemStack::beginThread();
  62. MessageHandler::startUp();
  63. UUIDGenerator::startUp();
  64. ProfilerCPU::startUp();
  65. ProfilingManager::startUp();
  66. ThreadPool::startUp<TThreadPool<ThreadBansheePolicy>>((numWorkerThreads));
  67. TaskScheduler::startUp();
  68. TaskScheduler::instance().removeWorker();
  69. RenderStats::startUp();
  70. CoreThread::startUp();
  71. StringTable::startUp();
  72. DeferredCallManager::startUp();
  73. Time::startUp();
  74. DynLibManager::startUp();
  75. CoreObjectManager::startUp();
  76. GameObjectManager::startUp();
  77. Resources::startUp();
  78. ResourceListenerManager::startUp();
  79. GpuProgramManager::startUp();
  80. RenderStateManager::startUp();
  81. GpuProgramCoreManager::startUp();
  82. RenderAPIManager::startUp();
  83. mPrimaryWindow = RenderAPIManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
  84. Input::startUp();
  85. RendererManager::startUp();
  86. loadPlugin(desc.renderer, &mRendererPlugin);
  87. loadPlugin(desc.sceneManager, &mSceneManagerPlugin);
  88. RendererManager::instance().setActive(desc.renderer);
  89. ProfilerGPU::startUp();
  90. MeshManager::startUp();
  91. MaterialManager::startUp();
  92. FontManager::startUp();
  93. Importer::startUp();
  94. for (auto& importerName : desc.importers)
  95. loadPlugin(importerName);
  96. loadPlugin(desc.input, nullptr, mPrimaryWindow.get());
  97. }
  98. CoreApplication::~CoreApplication()
  99. {
  100. mPrimaryWindow->destroy();
  101. mPrimaryWindow = nullptr;
  102. Importer::shutDown();
  103. FontManager::shutDown();
  104. MaterialManager::shutDown();
  105. MeshManager::shutDown();
  106. ProfilerGPU::shutDown();
  107. shutdownPlugin(mSceneManagerPlugin);
  108. RendererManager::shutDown();
  109. shutdownPlugin(mRendererPlugin);
  110. Input::shutDown();
  111. Resources::shutDown();
  112. ResourceListenerManager::shutDown();
  113. GameObjectManager::shutDown();
  114. RenderStateManager::shutDown();
  115. // All CoreObject related modules should be shut down now. They have likely queued CoreObjects for destruction, so
  116. // we need to wait for those objects to get destroyed before continuing.
  117. gCoreThread().update();
  118. gCoreThread().submitAccessors(true);
  119. unloadPlugin(mSceneManagerPlugin);
  120. unloadPlugin(mRendererPlugin);
  121. RenderAPIManager::shutDown();
  122. GpuProgramCoreManager::shutDown();
  123. GpuProgramManager::shutDown();
  124. CoreObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  125. DynLibManager::shutDown();
  126. Time::shutDown();
  127. DeferredCallManager::shutDown();
  128. StringTable::shutDown();
  129. CoreThread::shutDown();
  130. RenderStats::shutDown();
  131. TaskScheduler::shutDown();
  132. ThreadPool::shutDown();
  133. ProfilingManager::shutDown();
  134. ProfilerCPU::shutDown();
  135. UUIDGenerator::shutDown();
  136. MessageHandler::shutDown();
  137. MemStack::endThread();
  138. Platform::_shutDown();
  139. }
  140. void CoreApplication::runMainLoop()
  141. {
  142. mRunMainLoop = true;
  143. while(mRunMainLoop)
  144. {
  145. gProfilerCPU().beginThread("Sim");
  146. Platform::_update();
  147. DeferredCallManager::instance()._update();
  148. RenderWindowManager::instance()._update();
  149. gTime().update();
  150. gInput()._update();
  151. PROFILE_CALL(gCoreSceneManager()._update(), "SceneManager");
  152. gCoreThread().queueCommand(std::bind(&CoreApplication::beginCoreProfiling, this));
  153. gCoreThread().queueCommand(std::bind(&QueryManager::_update, QueryManager::instancePtr()));
  154. // Update plugins
  155. for (auto& pluginUpdateFunc : mPluginUpdateFunctions)
  156. pluginUpdateFunc.second();
  157. update();
  158. // Send out resource events in case any were loaded/destroyed/modified
  159. ResourceListenerManager::instance().update();
  160. // Sync all dirty sim thread CoreObject data to core thread
  161. CoreObjectManager::instance().syncDownload(CoreObjectSync::Sim, gCoreThread().getFrameAlloc());
  162. gCoreAccessor().queueCommand(std::bind(&CoreObjectManager::syncUpload, CoreObjectManager::instancePtr(), CoreObjectSync::Sim));
  163. PROFILE_CALL(RendererManager::instance().getActive()->renderAll(), "Render");
  164. // Core and sim thread run in lockstep. This will result in a larger input latency than if I was
  165. // running just a single thread. Latency becomes worse if the core thread takes longer than sim
  166. // thread, in which case sim thread needs to wait. Optimal solution would be to get an average
  167. // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
  168. {
  169. BS_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  170. while(!mIsFrameRenderingFinished)
  171. {
  172. TaskScheduler::instance().addWorker();
  173. BS_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  174. TaskScheduler::instance().removeWorker();
  175. }
  176. mIsFrameRenderingFinished = false;
  177. }
  178. // Sync all dirty core thread CoreObject data to sim thread
  179. // Note: This relies on core thread having finished the frame (ensured by the sync primitive above)
  180. CoreObjectManager::instance().syncUpload(CoreObjectSync::Core);
  181. gCoreThread().queueCommand(&Platform::_coreUpdate);
  182. FrameAlloc* coreFrameAlloc = gCoreThread().getFrameAlloc();
  183. gCoreThread().update(); // Active frame allocator now belongs to core thread, do not use it on sim thread anymore
  184. gCoreThread().submitAccessors();
  185. // This should be called after accessors are submitted to ensure we don't sync CoreObjects that are
  186. // about to be destroyed (They're only ever destroyed from accessors)
  187. gCoreThread().queueCommand(std::bind(&CoreObjectManager::syncDownload, CoreObjectManager::instancePtr(),
  188. CoreObjectSync::Core, coreFrameAlloc));
  189. gCoreThread().queueCommand(std::bind(&CoreApplication::endCoreProfiling, this));
  190. gCoreThread().queueCommand(std::bind(&CoreApplication::frameRenderingFinishedCallback, this));
  191. gProfilerCPU().endThread();
  192. gProfiler()._update();
  193. }
  194. // Wait until last core frame is finished before exiting
  195. {
  196. BS_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  197. while (!mIsFrameRenderingFinished)
  198. {
  199. TaskScheduler::instance().addWorker();
  200. BS_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  201. TaskScheduler::instance().removeWorker();
  202. }
  203. }
  204. // One final sync in order to dealloc anything that was queued for sync from core
  205. CoreObjectManager::instance().syncUpload(CoreObjectSync::Core);
  206. }
  207. void CoreApplication::update()
  208. {
  209. // Do nothing
  210. }
  211. void CoreApplication::stopMainLoop()
  212. {
  213. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  214. // a race condition we might run the loop one extra iteration which is acceptable
  215. }
  216. void CoreApplication::frameRenderingFinishedCallback()
  217. {
  218. BS_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  219. mIsFrameRenderingFinished = true;
  220. BS_THREAD_NOTIFY_ONE(mFrameRenderingFinishedCondition);
  221. }
  222. void CoreApplication::beginCoreProfiling()
  223. {
  224. gProfilerCPU().beginThread("Core");
  225. ProfilerGPU::instance().beginFrame();
  226. }
  227. void CoreApplication::endCoreProfiling()
  228. {
  229. ProfilerGPU::instance().endFrame();
  230. ProfilerGPU::instance()._update();
  231. gProfilerCPU().endThread();
  232. gProfiler()._updateCore();
  233. }
  234. void* CoreApplication::loadPlugin(const String& pluginName, DynLib** library, void* passThrough)
  235. {
  236. String name = pluginName;
  237. #if BS_PLATFORM == BS_PLATFORM_LINUX
  238. if (name.substr(name.length() - 3, 3) != ".so")
  239. name += ".so";
  240. #elif BS_PLATFORM == BS_PLATFORM_APPLE
  241. if (name.substr(name.length() - 6, 6) != ".dylib")
  242. name += ".dylib";
  243. #elif BS_PLATFORM == BS_PLATFORM_WIN32
  244. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  245. // if you include a relative path then it does not. So, add it to be sure.
  246. if (name.substr(name.length() - 4, 4) != ".dll")
  247. name += ".dll";
  248. #endif
  249. DynLib* loadedLibrary = gDynLibManager().load(name);
  250. if(library != nullptr)
  251. *library = loadedLibrary;
  252. void* retVal = nullptr;
  253. if(loadedLibrary != nullptr)
  254. {
  255. if (passThrough == nullptr)
  256. {
  257. typedef void* (*LoadPluginFunc)();
  258. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
  259. if (loadPluginFunc != nullptr)
  260. retVal = loadPluginFunc();
  261. }
  262. else
  263. {
  264. typedef void* (*LoadPluginFunc)(void*);
  265. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
  266. if (loadPluginFunc != nullptr)
  267. retVal = loadPluginFunc(passThrough);
  268. }
  269. UpdatePluginFunc loadPluginFunc = (UpdatePluginFunc)loadedLibrary->getSymbol("updatePlugin");
  270. if (loadPluginFunc != nullptr)
  271. mPluginUpdateFunctions[loadedLibrary] = loadPluginFunc;
  272. }
  273. return retVal;
  274. }
  275. void CoreApplication::unloadPlugin(DynLib* library)
  276. {
  277. typedef void (*UnloadPluginFunc)();
  278. UnloadPluginFunc unloadPluginFunc = (UnloadPluginFunc)library->getSymbol("unloadPlugin");
  279. if(unloadPluginFunc != nullptr)
  280. unloadPluginFunc();
  281. gDynLibManager().unload(library);
  282. }
  283. void CoreApplication::shutdownPlugin(DynLib* library)
  284. {
  285. typedef void(*ShutdownPluginFunc)();
  286. ShutdownPluginFunc shutdownPluginFunc = (ShutdownPluginFunc)library->getSymbol("shutdownPlugin");
  287. if (shutdownPluginFunc != nullptr)
  288. shutdownPluginFunc();
  289. mPluginUpdateFunctions.erase(library);
  290. }
  291. CoreApplication& gCoreApplication()
  292. {
  293. return CoreApplication::instance();
  294. }
  295. }