| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "BsCoreApplication.h" |
| 4 | |
| 5 | #include "RenderAPI/BsRenderAPI.h" |
| 6 | #include "Managers/BsRenderAPIManager.h" |
| 7 | |
| 8 | #include "Platform/BsPlatform.h" |
| 9 | #include "RenderAPI/BsRenderWindow.h" |
| 10 | #include "Math/BsVector2.h" |
| 11 | #include "CoreThread/BsCoreObjectManager.h" |
| 12 | #include "Scene/BsGameObjectManager.h" |
| 13 | #include "Utility/BsDynLib.h" |
| 14 | #include "Utility/BsDynLibManager.h" |
| 15 | #include "Scene/BsSceneManager.h" |
| 16 | #include "Importer/BsImporter.h" |
| 17 | #include "Resources/BsResources.h" |
| 18 | #include "Scene/BsSceneObject.h" |
| 19 | #include "Utility/BsTime.h" |
| 20 | #include "Input/BsInput.h" |
| 21 | #include "Renderer/BsRendererManager.h" |
| 22 | #include "Managers/BsGpuProgramManager.h" |
| 23 | #include "Managers/BsMeshManager.h" |
| 24 | #include "Managers/BsRenderWindowManager.h" |
| 25 | #include "Renderer/BsRenderer.h" |
| 26 | #include "Utility/BsDeferredCallManager.h" |
| 27 | #include "CoreThread/BsCoreThread.h" |
| 28 | #include "Localization/BsStringTableManager.h" |
| 29 | #include "Profiling/BsProfilingManager.h" |
| 30 | #include "Profiling/BsProfilerCPU.h" |
| 31 | #include "Profiling/BsProfilerGPU.h" |
| 32 | #include "Managers/BsQueryManager.h" |
| 33 | #include "Threading/BsThreadPool.h" |
| 34 | #include "Threading/BsTaskScheduler.h" |
| 35 | #include "Profiling/BsRenderStats.h" |
| 36 | #include "Utility/BsMessageHandler.h" |
| 37 | #include "Managers/BsResourceListenerManager.h" |
| 38 | #include "Managers/BsRenderStateManager.h" |
| 39 | #include "Material/BsShaderManager.h" |
| 40 | #include "Physics/BsPhysicsManager.h" |
| 41 | #include "Physics/BsPhysics.h" |
| 42 | #include "Audio/BsAudioManager.h" |
| 43 | #include "Audio/BsAudio.h" |
| 44 | #include "Animation/BsAnimationManager.h" |
| 45 | #include "Renderer/BsParamBlocks.h" |
| 46 | #include "Particles/BsParticleManager.h" |
| 47 | #include "Particles/BsVectorField.h" |
| 48 | |
| 49 | namespace bs |
| 50 | { |
| 51 | CoreApplication::CoreApplication(START_UP_DESC desc) |
| 52 | : mPrimaryWindow(nullptr), mStartUpDesc(desc), mRendererPlugin(nullptr), mIsFrameRenderingFinished(true) |
| 53 | , mSimThreadId(BS_THREAD_CURRENT_ID), mRunMainLoop(false) |
| 54 | { |
| 55 | // Ensure all errors are reported properly |
| 56 | CrashHandler::startUp(); |
| 57 | } |
| 58 | |
| 59 | CoreApplication::~CoreApplication() |
| 60 | { |
| 61 | mPrimaryWindow->destroy(); |
| 62 | mPrimaryWindow = nullptr; |
| 63 | |
| 64 | Importer::shutDown(); |
| 65 | MeshManager::shutDown(); |
| 66 | ProfilerGPU::shutDown(); |
| 67 | |
| 68 | SceneManager::shutDown(); |
| 69 | |
| 70 | Input::shutDown(); |
| 71 | |
| 72 | ct::ParamBlockManager::shutDown(); |
| 73 | StringTableManager::shutDown(); |
| 74 | Resources::shutDown(); |
| 75 | GameObjectManager::shutDown(); |
| 76 | |
| 77 | // Audio manager must be released before the ResourceListenerManager, as any one-shot audio sources need to be |
| 78 | // destroyed since they implement the IResourceListener interface |
| 79 | AudioManager::shutDown(); |
| 80 | ResourceListenerManager::shutDown(); |
| 81 | RenderStateManager::shutDown(); |
| 82 | ParticleManager::shutDown(); |
| 83 | AnimationManager::shutDown(); |
| 84 | |
| 85 | // This must be done after all resources are released since it will unload the physics plugin, and some resources |
| 86 | // might be instances of types from that plugin. |
| 87 | PhysicsManager::shutDown(); |
| 88 | |
| 89 | RendererManager::shutDown(); |
| 90 | |
| 91 | // All CoreObject related modules should be shut down now. They have likely queued CoreObjects for destruction, so |
| 92 | // we need to wait for those objects to get destroyed before continuing. |
| 93 | CoreObjectManager::instance().syncToCore(); |
| 94 | gCoreThread().update(); |
| 95 | gCoreThread().submitAll(true); |
| 96 | |
| 97 | unloadPlugin(mRendererPlugin); |
| 98 | |
| 99 | RenderAPIManager::shutDown(); |
| 100 | ct::GpuProgramManager::shutDown(); |
| 101 | GpuProgramManager::shutDown(); |
| 102 | |
| 103 | CoreObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries |
| 104 | DynLibManager::shutDown(); |
| 105 | Time::shutDown(); |
| 106 | DeferredCallManager::shutDown(); |
| 107 | |
| 108 | CoreThread::shutDown(); |
| 109 | RenderStats::shutDown(); |
| 110 | TaskScheduler::shutDown(); |
| 111 | ThreadPool::shutDown(); |
| 112 | ProfilingManager::shutDown(); |
| 113 | ProfilerCPU::shutDown(); |
| 114 | MessageHandler::shutDown(); |
| 115 | ShaderManager::shutDown(); |
| 116 | |
| 117 | MemStack::endThread(); |
| 118 | Platform::_shutDown(); |
| 119 | |
| 120 | CrashHandler::shutDown(); |
| 121 | } |
| 122 | |
| 123 | void CoreApplication::onStartUp() |
| 124 | { |
| 125 | UINT32 numWorkerThreads = BS_THREAD_HARDWARE_CONCURRENCY - 1; // Number of cores while excluding current thread. |
| 126 | |
| 127 | Platform::_startUp(); |
| 128 | MemStack::beginThread(); |
| 129 | |
| 130 | ShaderManager::startUp(getShaderIncludeHandler()); |
| 131 | MessageHandler::startUp(); |
| 132 | ProfilerCPU::startUp(); |
| 133 | ProfilingManager::startUp(); |
| 134 | ThreadPool::startUp<TThreadPool<ThreadDefaultPolicy>>((numWorkerThreads)); |
| 135 | TaskScheduler::startUp(); |
| 136 | TaskScheduler::instance().removeWorker(); |
| 137 | RenderStats::startUp(); |
| 138 | CoreThread::startUp(); |
| 139 | StringTableManager::startUp(); |
| 140 | DeferredCallManager::startUp(); |
| 141 | Time::startUp(); |
| 142 | DynLibManager::startUp(); |
| 143 | CoreObjectManager::startUp(); |
| 144 | GameObjectManager::startUp(); |
| 145 | Resources::startUp(); |
| 146 | ResourceListenerManager::startUp(); |
| 147 | GpuProgramManager::startUp(); |
| 148 | RenderStateManager::startUp(); |
| 149 | ct::GpuProgramManager::startUp(); |
| 150 | RenderAPIManager::startUp(); |
| 151 | |
| 152 | mPrimaryWindow = RenderAPIManager::instance().initialize(mStartUpDesc.renderAPI, mStartUpDesc.primaryWindowDesc); |
| 153 | |
| 154 | ct::ParamBlockManager::startUp(); |
| 155 | Input::startUp(); |
| 156 | RendererManager::startUp(); |
| 157 | |
| 158 | loadPlugin(mStartUpDesc.renderer, &mRendererPlugin); |
| 159 | |
| 160 | // Must be initialized before the scene manager, as game scene creation triggers physics scene creation |
| 161 | PhysicsManager::startUp(mStartUpDesc.physics, mStartUpDesc.physicsCooking); |
| 162 | SceneManager::startUp(); |
| 163 | RendererManager::instance().setActive(mStartUpDesc.renderer); |
| 164 | startUpRenderer(); |
| 165 | |
| 166 | ProfilerGPU::startUp(); |
| 167 | MeshManager::startUp(); |
| 168 | Importer::startUp(); |
| 169 | AudioManager::startUp(mStartUpDesc.audio); |
| 170 | AnimationManager::startUp(); |
| 171 | ParticleManager::startUp(); |
| 172 | |
| 173 | for (auto& importerName : mStartUpDesc.importers) |
| 174 | loadPlugin(importerName); |
| 175 | |
| 176 | // Built-in importers |
| 177 | FGAImporter* fgaImporter = bs_new<FGAImporter>(); |
| 178 | Importer::instance()._registerAssetImporter(fgaImporter); |
| 179 | } |
| 180 | |
| 181 | void CoreApplication::runMainLoop() |
| 182 | { |
| 183 | mRunMainLoop = true; |
| 184 | |
| 185 | while(mRunMainLoop) |
| 186 | { |
| 187 | // Limit FPS if needed |
| 188 | if (mFrameStep > 0) |
| 189 | { |
| 190 | UINT64 currentTime = gTime().getTimePrecise(); |
| 191 | UINT64 nextFrameTime = mLastFrameTime + mFrameStep; |
| 192 | while (nextFrameTime > currentTime) |
| 193 | { |
| 194 | UINT32 waitTime = (UINT32)(nextFrameTime - currentTime); |
| 195 | |
| 196 | // If waiting for longer, sleep |
| 197 | if (waitTime >= 2000) |
| 198 | { |
| 199 | Platform::sleep(waitTime / 1000); |
| 200 | currentTime = gTime().getTimePrecise(); |
| 201 | } |
| 202 | else |
| 203 | { |
| 204 | // Otherwise we just spin, sleep timer granularity is too low and we might end up wasting a |
| 205 | // millisecond otherwise. |
| 206 | // Note: For mobiles where power might be more important than input latency, consider using sleep. |
| 207 | while(nextFrameTime > currentTime) |
| 208 | currentTime = gTime().getTimePrecise(); |
| 209 | } |
| 210 | } |
| 211 | |
| 212 | mLastFrameTime = currentTime; |
| 213 | } |
| 214 | |
| 215 | gProfilerCPU().beginThread("Sim" ); |
| 216 | |
| 217 | Platform::_update(); |
| 218 | DeferredCallManager::instance()._update(); |
| 219 | gTime()._update(); |
| 220 | gInput()._update(); |
| 221 | // RenderWindowManager::update needs to happen after Input::update and before Input::_triggerCallbacks, |
| 222 | // so that all input is properly captured in case there is a focus change, and so that |
| 223 | // focus change is registered before input events are sent out (mouse press can result in code |
| 224 | // checking if a window is in focus, so it has to be up to date) |
| 225 | RenderWindowManager::instance()._update(); |
| 226 | gInput()._triggerCallbacks(); |
| 227 | gDebug()._triggerCallbacks(); |
| 228 | |
| 229 | preUpdate(); |
| 230 | |
| 231 | // Trigger fixed updates if required |
| 232 | { |
| 233 | UINT64 step; |
| 234 | const UINT32 numIterations = gTime()._getFixedUpdateStep(step); |
| 235 | |
| 236 | const float stepSeconds = step / 1000000.0f; |
| 237 | for (UINT32 i = 0; i < numIterations; i++) |
| 238 | { |
| 239 | fixedUpdate(); |
| 240 | PROFILE_CALL(gSceneManager()._fixedUpdate(), "Scene fixed update" ); |
| 241 | PROFILE_CALL(gPhysics().fixedUpdate(stepSeconds), "Physics simulation" ); |
| 242 | |
| 243 | gTime()._advanceFixedUpdate(step); |
| 244 | } |
| 245 | } |
| 246 | |
| 247 | PROFILE_CALL(gSceneManager()._update(), "Scene update" ); |
| 248 | gAudio()._update(); |
| 249 | gPhysics().update(); |
| 250 | |
| 251 | // Update plugins |
| 252 | for (auto& pluginUpdateFunc : mPluginUpdateFunctions) |
| 253 | pluginUpdateFunc.second(); |
| 254 | |
| 255 | postUpdate(); |
| 256 | |
| 257 | PerFrameData perFrameData; |
| 258 | |
| 259 | // Evaluate animation after scene and plugin updates because the renderer will just now be displaying the |
| 260 | // animation we sent on the previous frame, and we want the scene information to match to what is displayed. |
| 261 | perFrameData.animation = AnimationManager::instance().update(); |
| 262 | perFrameData.particles = ParticleManager::instance().update(*perFrameData.animation); |
| 263 | |
| 264 | // Send out resource events in case any were loaded/destroyed/modified |
| 265 | ResourceListenerManager::instance().update(); |
| 266 | |
| 267 | // Trigger any renderer task callbacks (should be done before scene object update, or core sync, so objects have |
| 268 | // a chance to respond to the callback). |
| 269 | RendererManager::instance().getActive()->update(); |
| 270 | |
| 271 | gSceneManager()._updateCoreObjectTransforms(); |
| 272 | PROFILE_CALL(RendererManager::instance().getActive()->renderAll(perFrameData), "Render" ); |
| 273 | |
| 274 | // Core and sim thread run in lockstep. This will result in a larger input latency than if I was |
| 275 | // running just a single thread. Latency becomes worse if the core thread takes longer than sim |
| 276 | // thread, in which case sim thread needs to wait. Optimal solution would be to get an average |
| 277 | // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time. |
| 278 | { |
| 279 | Lock lock(mFrameRenderingFinishedMutex); |
| 280 | |
| 281 | while(!mIsFrameRenderingFinished) |
| 282 | { |
| 283 | TaskScheduler::instance().addWorker(); |
| 284 | mFrameRenderingFinishedCondition.wait(lock); |
| 285 | TaskScheduler::instance().removeWorker(); |
| 286 | } |
| 287 | |
| 288 | mIsFrameRenderingFinished = false; |
| 289 | } |
| 290 | |
| 291 | gCoreThread().queueCommand(std::bind(&CoreApplication::beginCoreProfiling, this), CTQF_InternalQueue); |
| 292 | gCoreThread().queueCommand(&Platform::_coreUpdate, CTQF_InternalQueue); |
| 293 | gCoreThread().queueCommand(std::bind(&ct::RenderWindowManager::_update, ct::RenderWindowManager::instancePtr()), CTQF_InternalQueue); |
| 294 | |
| 295 | gCoreThread().update(); |
| 296 | gCoreThread().submitAll(); |
| 297 | |
| 298 | gCoreThread().queueCommand(std::bind(&CoreApplication::frameRenderingFinishedCallback, this), CTQF_InternalQueue); |
| 299 | |
| 300 | gCoreThread().queueCommand(std::bind(&ct::QueryManager::_update, ct::QueryManager::instancePtr()), CTQF_InternalQueue); |
| 301 | gCoreThread().queueCommand(std::bind(&CoreApplication::endCoreProfiling, this), CTQF_InternalQueue); |
| 302 | |
| 303 | gProfilerCPU().endThread(); |
| 304 | gProfiler()._update(); |
| 305 | } |
| 306 | |
| 307 | // Wait until last core frame is finished before exiting |
| 308 | { |
| 309 | Lock lock(mFrameRenderingFinishedMutex); |
| 310 | |
| 311 | while (!mIsFrameRenderingFinished) |
| 312 | { |
| 313 | TaskScheduler::instance().addWorker(); |
| 314 | mFrameRenderingFinishedCondition.wait(lock); |
| 315 | TaskScheduler::instance().removeWorker(); |
| 316 | } |
| 317 | } |
| 318 | } |
| 319 | |
| 320 | void CoreApplication::preUpdate() |
| 321 | { |
| 322 | // Do nothing |
| 323 | } |
| 324 | |
| 325 | void CoreApplication::postUpdate() |
| 326 | { |
| 327 | // Do nothing |
| 328 | } |
| 329 | |
| 330 | void CoreApplication::fixedUpdate() |
| 331 | { |
| 332 | // Do nothing |
| 333 | } |
| 334 | |
| 335 | void CoreApplication::stopMainLoop() |
| 336 | { |
| 337 | mRunMainLoop = false; // No sync primitives needed, in that rare case of |
| 338 | // a race condition we might run the loop one extra iteration which is acceptable |
| 339 | } |
| 340 | |
| 341 | void CoreApplication::quitRequested() |
| 342 | { |
| 343 | stopMainLoop(); |
| 344 | } |
| 345 | |
| 346 | void CoreApplication::setFPSLimit(UINT32 limit) |
| 347 | { |
| 348 | if(limit > 0) |
| 349 | mFrameStep = (UINT64)1000000 / limit; |
| 350 | else |
| 351 | mFrameStep = 0; |
| 352 | } |
| 353 | |
| 354 | void CoreApplication::frameRenderingFinishedCallback() |
| 355 | { |
| 356 | Lock lock(mFrameRenderingFinishedMutex); |
| 357 | |
| 358 | mIsFrameRenderingFinished = true; |
| 359 | mFrameRenderingFinishedCondition.notify_one(); |
| 360 | } |
| 361 | |
| 362 | void CoreApplication::startUpRenderer() |
| 363 | { |
| 364 | RendererManager::instance().initialize(); |
| 365 | } |
| 366 | |
| 367 | void CoreApplication::beginCoreProfiling() |
| 368 | { |
| 369 | gProfilerCPU().beginThread("Core" ); |
| 370 | } |
| 371 | |
| 372 | void CoreApplication::endCoreProfiling() |
| 373 | { |
| 374 | ProfilerGPU::instance()._update(); |
| 375 | |
| 376 | gProfilerCPU().endThread(); |
| 377 | gProfiler()._updateCore(); |
| 378 | } |
| 379 | |
| 380 | void* CoreApplication::loadPlugin(const String& pluginName, DynLib** library, void* passThrough) |
| 381 | { |
| 382 | DynLib* loadedLibrary = gDynLibManager().load(pluginName); |
| 383 | if(library != nullptr) |
| 384 | *library = loadedLibrary; |
| 385 | |
| 386 | void* retVal = nullptr; |
| 387 | if(loadedLibrary != nullptr) |
| 388 | { |
| 389 | if (passThrough == nullptr) |
| 390 | { |
| 391 | typedef void* (*LoadPluginFunc)(); |
| 392 | |
| 393 | LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin" ); |
| 394 | |
| 395 | if (loadPluginFunc != nullptr) |
| 396 | retVal = loadPluginFunc(); |
| 397 | } |
| 398 | else |
| 399 | { |
| 400 | typedef void* (*LoadPluginFunc)(void*); |
| 401 | |
| 402 | LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin" ); |
| 403 | |
| 404 | if (loadPluginFunc != nullptr) |
| 405 | retVal = loadPluginFunc(passThrough); |
| 406 | } |
| 407 | |
| 408 | UpdatePluginFunc loadPluginFunc = (UpdatePluginFunc)loadedLibrary->getSymbol("updatePlugin" ); |
| 409 | |
| 410 | if (loadPluginFunc != nullptr) |
| 411 | mPluginUpdateFunctions[loadedLibrary] = loadPluginFunc; |
| 412 | } |
| 413 | |
| 414 | return retVal; |
| 415 | } |
| 416 | |
| 417 | void CoreApplication::unloadPlugin(DynLib* library) |
| 418 | { |
| 419 | typedef void (*UnloadPluginFunc)(); |
| 420 | |
| 421 | UnloadPluginFunc unloadPluginFunc = (UnloadPluginFunc)library->getSymbol("unloadPlugin" ); |
| 422 | |
| 423 | if(unloadPluginFunc != nullptr) |
| 424 | unloadPluginFunc(); |
| 425 | |
| 426 | mPluginUpdateFunctions.erase(library); |
| 427 | gDynLibManager().unload(library); |
| 428 | } |
| 429 | |
| 430 | SPtr<IShaderIncludeHandler> CoreApplication::getShaderIncludeHandler() const |
| 431 | { |
| 432 | return bs_shared_ptr_new<DefaultShaderIncludeHandler>(); |
| 433 | } |
| 434 | |
| 435 | CoreApplication& gCoreApplication() |
| 436 | { |
| 437 | return CoreApplication::instance(); |
| 438 | } |
| 439 | } |
| 440 | |