| 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 "Renderer/BsRenderer.h" |
| 4 | #include "CoreThread/BsCoreThread.h" |
| 5 | #include "RenderAPI/BsRenderAPI.h" |
| 6 | #include "Mesh/BsMesh.h" |
| 7 | #include "Material/BsMaterial.h" |
| 8 | #include "Renderer/BsRendererExtension.h" |
| 9 | #include "Renderer/BsRendererManager.h" |
| 10 | #include "CoreThread/BsCoreObjectManager.h" |
| 11 | #include "Scene/BsSceneManager.h" |
| 12 | #include "Material/BsShader.h" |
| 13 | #include "Profiling/BsProfilerGPU.h" |
| 14 | #include "Profiling/BsProfilerCPU.h" |
| 15 | |
| 16 | namespace bs { namespace ct |
| 17 | { |
| 18 | Renderer::Renderer() |
| 19 | :mCallbacks(&compareCallback) |
| 20 | { } |
| 21 | |
| 22 | SPtr<RendererMeshData> Renderer::_createMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType) |
| 23 | { |
| 24 | return bs_shared_ptr<RendererMeshData>(new (bs_alloc<RendererMeshData>()) |
| 25 | RendererMeshData(numVertices, numIndices, layout, indexType)); |
| 26 | } |
| 27 | |
| 28 | SPtr<RendererMeshData> Renderer::_createMeshData(const SPtr<MeshData>& meshData) |
| 29 | { |
| 30 | return bs_shared_ptr<RendererMeshData>(new (bs_alloc<RendererMeshData>()) |
| 31 | RendererMeshData(meshData)); |
| 32 | } |
| 33 | |
| 34 | void Renderer::setGlobalShaderOverride(const SPtr<bs::Shader>& shader) |
| 35 | { |
| 36 | const Vector<bs::SubShader>& subShaders = shader->getSubShaders(); |
| 37 | |
| 38 | for(auto& entry : subShaders) |
| 39 | setGlobalShaderOverride(entry.name, entry.shader); |
| 40 | } |
| 41 | |
| 42 | bool Renderer::compareCallback(const RendererExtension* a, const RendererExtension* b) |
| 43 | { |
| 44 | // Sort by alpha setting first, then by cull mode, then by index |
| 45 | if (a->getLocation() == b->getLocation()) |
| 46 | { |
| 47 | if (a->getPriority() == b->getPriority()) |
| 48 | return a > b; // Use address, at this point it doesn't matter, but std::set requires us to differentiate |
| 49 | else |
| 50 | return a->getPriority() > b->getPriority(); |
| 51 | } |
| 52 | else |
| 53 | return (UINT32)a->getLocation() < (UINT32)b->getLocation(); |
| 54 | } |
| 55 | |
| 56 | void Renderer::update() |
| 57 | { |
| 58 | for(auto& entry : mUnresolvedTasks) |
| 59 | { |
| 60 | if (entry->isComplete()) |
| 61 | entry->onComplete(); |
| 62 | else if (!entry->isCanceled()) |
| 63 | mRemainingUnresolvedTasks.push_back(entry); |
| 64 | } |
| 65 | |
| 66 | mUnresolvedTasks.clear(); |
| 67 | std::swap(mRemainingUnresolvedTasks, mUnresolvedTasks); |
| 68 | } |
| 69 | |
| 70 | void Renderer::addTask(const SPtr<RendererTask>& task) |
| 71 | { |
| 72 | Lock lock(mTaskMutex); |
| 73 | |
| 74 | assert(task->mState != 1 && "Task is already executing, it cannot be executed again until it finishes." ); |
| 75 | task->mState.store(0); // Reset state in case the task is getting re-queued |
| 76 | |
| 77 | mQueuedTasks.push_back(RendererTaskQueuedInfo(task, gTime().getFrameIdx())); |
| 78 | mUnresolvedTasks.push_back(task); |
| 79 | } |
| 80 | |
| 81 | void Renderer::processTasks(bool forceAll, UINT64 upToFrame) |
| 82 | { |
| 83 | // Move all tasks to the core thread queue |
| 84 | { |
| 85 | Lock lock(mTaskMutex); |
| 86 | |
| 87 | for(UINT32 i = 0; i < (UINT32)mQueuedTasks.size();) |
| 88 | { |
| 89 | if(mQueuedTasks[i].frameIdx <= upToFrame) |
| 90 | { |
| 91 | mRunningTasks.push_back(mQueuedTasks[i].task); |
| 92 | bs_swap_and_erase(mQueuedTasks, mQueuedTasks.begin() + i); |
| 93 | |
| 94 | continue; |
| 95 | } |
| 96 | |
| 97 | i++; |
| 98 | } |
| 99 | } |
| 100 | |
| 101 | do |
| 102 | { |
| 103 | for (auto& entry : mRunningTasks) |
| 104 | { |
| 105 | if (entry->isCanceled() || entry->isComplete()) |
| 106 | continue; |
| 107 | |
| 108 | entry->mState.store(1); |
| 109 | |
| 110 | const bool complete = [&entry]() |
| 111 | { |
| 112 | ProfileGPUBlock sampleBlock("Renderer task: " + ProfilerString(entry->mName.data(), entry->mName.size())); |
| 113 | return entry->mTaskWorker(); |
| 114 | }(); |
| 115 | |
| 116 | if (!complete) |
| 117 | mRemainingTasks.push_back(entry); |
| 118 | else |
| 119 | entry->mState.store(2); |
| 120 | } |
| 121 | |
| 122 | mRunningTasks.clear(); |
| 123 | std::swap(mRemainingTasks, mRunningTasks); |
| 124 | } while (forceAll && !mRunningTasks.empty()); |
| 125 | } |
| 126 | |
| 127 | void Renderer::processTask(RendererTask& task, bool forceAll) |
| 128 | { |
| 129 | // Move task to the core thread queue |
| 130 | { |
| 131 | Lock lock(mTaskMutex); |
| 132 | |
| 133 | for(UINT32 i = 0; i < (UINT32)mQueuedTasks.size(); i++) |
| 134 | { |
| 135 | if(mQueuedTasks[i].task.get() == &task) |
| 136 | { |
| 137 | mRunningTasks.push_back(mQueuedTasks[i].task); |
| 138 | bs_swap_and_erase(mQueuedTasks, mQueuedTasks.begin() + i); |
| 139 | |
| 140 | break; |
| 141 | } |
| 142 | } |
| 143 | } |
| 144 | |
| 145 | bool complete = task.isCanceled() || task.isComplete(); |
| 146 | while (!complete) |
| 147 | { |
| 148 | task.mState.store(1); |
| 149 | |
| 150 | gProfilerGPU().beginFrame(); |
| 151 | gProfilerCPU().beginThread("RenderTask" ); |
| 152 | { |
| 153 | ProfileGPUBlock sampleBlock("Renderer task: " + ProfilerString(task.mName.data(), task.mName.size())); |
| 154 | complete = task.mTaskWorker(); |
| 155 | } |
| 156 | gProfilerCPU().endThread(); |
| 157 | gProfilerGPU().endFrame(true); |
| 158 | |
| 159 | if (complete) |
| 160 | task.mState.store(2); |
| 161 | |
| 162 | if (!forceAll) |
| 163 | break; |
| 164 | } |
| 165 | } |
| 166 | |
| 167 | SPtr<Renderer> gRenderer() |
| 168 | { |
| 169 | return std::static_pointer_cast<Renderer>(RendererManager::instance().getActive()); |
| 170 | } |
| 171 | |
| 172 | RendererTask::RendererTask(const PrivatelyConstruct& dummy, String name, std::function<bool()> taskWorker) |
| 173 | :mName(std::move(name)), mTaskWorker(std::move(taskWorker)) |
| 174 | { } |
| 175 | |
| 176 | SPtr<RendererTask> RendererTask::create(String name, std::function<bool()> taskWorker) |
| 177 | { |
| 178 | return bs_shared_ptr_new<RendererTask>(PrivatelyConstruct(), std::move(name), std::move(taskWorker)); |
| 179 | } |
| 180 | |
| 181 | bool RendererTask::isComplete() const |
| 182 | { |
| 183 | return mState.load() == 2; |
| 184 | } |
| 185 | |
| 186 | bool RendererTask::isCanceled() const |
| 187 | { |
| 188 | return mState.load() == 3; |
| 189 | } |
| 190 | |
| 191 | void RendererTask::wait() |
| 192 | { |
| 193 | // Task is about to be executed outside of normal rendering workflow. Make sure to manually sync all changes to |
| 194 | // the core thread first. |
| 195 | // Note: wait() might only get called during serialization, in which case we might call these methods just once |
| 196 | // before a level save, instead for every individual component |
| 197 | gSceneManager()._updateCoreObjectTransforms(); |
| 198 | CoreObjectManager::instance().syncToCore(); |
| 199 | |
| 200 | auto worker = [this]() |
| 201 | { |
| 202 | gRenderer()->processTask(*this, true); |
| 203 | }; |
| 204 | |
| 205 | gCoreThread().queueCommand(worker); |
| 206 | gCoreThread().submit(true); |
| 207 | |
| 208 | // Note: Tigger on complete callback and clear it from Renderer? |
| 209 | } |
| 210 | |
| 211 | void RendererTask::cancel() |
| 212 | { |
| 213 | mState.store(3); |
| 214 | } |
| 215 | }} |
| 216 | |