/**************************************************************************/ /* rendering_server_default.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "rendering_server_default.h" #include "core/config/project_settings.h" #include "core/io/marshalls.h" #include "core/os/os.h" #include "core/templates/sort_array.h" #include "renderer_canvas_cull.h" #include "renderer_scene_cull.h" #include "rendering_server_globals.h" // careful, these may run in different threads than the rendering server int RenderingServerDefault::changes = 0; /* FREE */ void RenderingServerDefault::_free(RID p_rid) { if (unlikely(p_rid.is_null())) { return; } if (RSG::utilities->free(p_rid)) { return; } if (RSG::canvas->free(p_rid)) { return; } if (RSG::viewport->free(p_rid)) { return; } if (RSG::scene->free(p_rid)) { return; } } /* EVENT QUEUING */ void RenderingServerDefault::request_frame_drawn_callback(const Callable &p_callable) { frame_drawn_callbacks.push_back(p_callable); } void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) { RSG::rasterizer->begin_frame(frame_step); TIMESTAMP_BEGIN() uint64_t time_usec = OS::get_singleton()->get_ticks_usec(); RENDER_TIMESTAMP("Prepare Render Frame"); RSG::scene->update(); //update scenes stuff before updating instances frame_setup_time = double(OS::get_singleton()->get_ticks_usec() - time_usec) / 1000.0; RSG::particles_storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered RSG::scene->render_probes(); RSG::viewport->draw_viewports(p_swap_buffers); RSG::canvas_render->update(); RSG::rasterizer->end_frame(p_swap_buffers); #ifndef _3D_DISABLED XRServer *xr_server = XRServer::get_singleton(); if (xr_server != nullptr) { // let our XR server know we're done so we can get our frame timing xr_server->end_frame(); } #endif // _3D_DISABLED RSG::canvas->update_visibility_notifiers(); RSG::scene->update_visibility_notifiers(); if (create_thread) { callable_mp(this, &RenderingServerDefault::_run_post_draw_steps).call_deferred(); } else { _run_post_draw_steps(); } if (RSG::utilities->get_captured_timestamps_count()) { Vector new_profile; if (RSG::utilities->capturing_timestamps) { new_profile.resize(RSG::utilities->get_captured_timestamps_count()); } uint64_t base_cpu = RSG::utilities->get_captured_timestamp_cpu_time(0); uint64_t base_gpu = RSG::utilities->get_captured_timestamp_gpu_time(0); for (uint32_t i = 0; i < RSG::utilities->get_captured_timestamps_count(); i++) { uint64_t time_cpu = RSG::utilities->get_captured_timestamp_cpu_time(i); uint64_t time_gpu = RSG::utilities->get_captured_timestamp_gpu_time(i); String name = RSG::utilities->get_captured_timestamp_name(i); if (name.begins_with("vp_")) { RSG::viewport->handle_timestamp(name, time_cpu, time_gpu); } if (RSG::utilities->capturing_timestamps) { new_profile.write[i].gpu_msec = double((time_gpu - base_gpu) / 1000) / 1000.0; new_profile.write[i].cpu_msec = double(time_cpu - base_cpu) / 1000.0; new_profile.write[i].name = RSG::utilities->get_captured_timestamp_name(i); } } frame_profile = new_profile; } frame_profile_frame = RSG::utilities->get_captured_timestamps_frame(); if (print_gpu_profile) { if (print_frame_profile_ticks_from == 0) { print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec(); } double total_time = 0.0; for (int i = 0; i < frame_profile.size() - 1; i++) { String name = frame_profile[i].name; if (name[0] == '<' || name[0] == '>') { continue; } double time = frame_profile[i + 1].gpu_msec - frame_profile[i].gpu_msec; if (print_gpu_profile_task_time.has(name)) { print_gpu_profile_task_time[name] += time; } else { print_gpu_profile_task_time[name] = time; } } if (frame_profile.size()) { total_time = frame_profile[frame_profile.size() - 1].gpu_msec; } uint64_t ticks_elapsed = OS::get_singleton()->get_ticks_usec() - print_frame_profile_ticks_from; print_frame_profile_frame_count++; if (ticks_elapsed > 1000000) { print_line("GPU PROFILE (total " + rtos(total_time) + "ms): "); float print_threshold = 0.01; for (const KeyValue &E : print_gpu_profile_task_time) { double time = E.value / double(print_frame_profile_frame_count); if (time > print_threshold) { print_line("\t-" + E.key + ": " + rtos(time) + "ms"); } } print_gpu_profile_task_time.clear(); print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec(); print_frame_profile_frame_count = 0; } } RSG::utilities->update_memory_info(); } void RenderingServerDefault::_run_post_draw_steps() { while (frame_drawn_callbacks.front()) { Callable c = frame_drawn_callbacks.front()->get(); Variant result; Callable::CallError ce; c.callp(nullptr, 0, result, ce); if (ce.error != Callable::CallError::CALL_OK) { String err = Variant::get_callable_error_text(c, nullptr, 0, ce); ERR_PRINT("Error calling frame drawn function: " + err); } frame_drawn_callbacks.pop_front(); } emit_signal(SNAME("frame_post_draw")); } double RenderingServerDefault::get_frame_setup_time_cpu() const { return frame_setup_time; } bool RenderingServerDefault::has_changed() const { return changes > 0; } void RenderingServerDefault::_init() { RSG::threaded = create_thread; RSG::canvas = memnew(RendererCanvasCull); RSG::viewport = memnew(RendererViewport); RendererSceneCull *sr = memnew(RendererSceneCull); RSG::camera_attributes = memnew(RendererCameraAttributes); RSG::scene = sr; RSG::rasterizer = RendererCompositor::create(); RSG::utilities = RSG::rasterizer->get_utilities(); RSG::rasterizer->initialize(); RSG::light_storage = RSG::rasterizer->get_light_storage(); RSG::material_storage = RSG::rasterizer->get_material_storage(); RSG::mesh_storage = RSG::rasterizer->get_mesh_storage(); RSG::particles_storage = RSG::rasterizer->get_particles_storage(); RSG::texture_storage = RSG::rasterizer->get_texture_storage(); RSG::gi = RSG::rasterizer->get_gi(); RSG::fog = RSG::rasterizer->get_fog(); RSG::canvas_render = RSG::rasterizer->get_canvas(); sr->set_scene_render(RSG::rasterizer->get_scene()); } void RenderingServerDefault::_finish() { if (test_cube.is_valid()) { free(test_cube); } RSG::canvas->finalize(); memdelete(RSG::canvas); RSG::rasterizer->finalize(); memdelete(RSG::viewport); memdelete(RSG::rasterizer); memdelete(RSG::scene); memdelete(RSG::camera_attributes); } void RenderingServerDefault::init() { if (create_thread) { print_verbose("RenderingServerWrapMT: Starting render thread"); DisplayServer::get_singleton()->release_rendering_thread(); WorkerThreadPool::TaskID tid = WorkerThreadPool::get_singleton()->add_task(callable_mp(this, &RenderingServerDefault::_thread_loop), true); command_queue.set_pump_task_id(tid); command_queue.push(this, &RenderingServerDefault::_assign_mt_ids, tid); command_queue.push_and_sync(this, &RenderingServerDefault::_init); DEV_ASSERT(server_task_id == tid); } else { server_thread = Thread::MAIN_ID; _init(); } } void RenderingServerDefault::finish() { if (create_thread) { command_queue.push(this, &RenderingServerDefault::_finish); command_queue.push(this, &RenderingServerDefault::_thread_exit); if (server_task_id != WorkerThreadPool::INVALID_TASK_ID) { WorkerThreadPool::get_singleton()->wait_for_task_completion(server_task_id); server_task_id = WorkerThreadPool::INVALID_TASK_ID; } server_thread = Thread::MAIN_ID; } else { _finish(); } } /* STATUS INFORMATION */ uint64_t RenderingServerDefault::get_rendering_info(RenderingInfo p_info) { if (p_info == RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME) { return RSG::viewport->get_total_objects_drawn(); } else if (p_info == RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME) { return RSG::viewport->get_total_primitives_drawn(); } else if (p_info == RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME) { return RSG::viewport->get_total_draw_calls_used(); } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS) { return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_CANVAS); } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_MESH) { return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_MESH) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_MESH); } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE) { return RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_SURFACE); } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW) { return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_DRAW) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_DRAW); } else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_SPECIALIZATION) { return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_SPECIALIZATION) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_SPECIALIZATION); } return RSG::utilities->get_rendering_info(p_info); } RenderingDevice::DeviceType RenderingServerDefault::get_video_adapter_type() const { return RSG::utilities->get_video_adapter_type(); } void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) { RSG::utilities->capturing_timestamps = p_enable; } uint64_t RenderingServerDefault::get_frame_profile_frame() { return frame_profile_frame; } Vector RenderingServerDefault::get_frame_profile() { return frame_profile; } /* TESTING */ Color RenderingServerDefault::get_default_clear_color() { return RSG::texture_storage->get_default_clear_color(); } void RenderingServerDefault::set_default_clear_color(const Color &p_color) { RSG::texture_storage->set_default_clear_color(p_color); } #ifndef DISABLE_DEPRECATED bool RenderingServerDefault::has_feature(Features p_feature) const { return false; } #endif void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) { RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir); } void RenderingServerDefault::set_print_gpu_profile(bool p_enable) { RSG::utilities->capturing_timestamps = p_enable; print_gpu_profile = p_enable; } RID RenderingServerDefault::get_test_cube() { if (!test_cube.is_valid()) { test_cube = _make_test_cube(); } return test_cube; } bool RenderingServerDefault::has_os_feature(const String &p_feature) const { if (RSG::utilities) { return RSG::utilities->has_os_feature(p_feature); } else { return false; } } void RenderingServerDefault::set_debug_generate_wireframes(bool p_generate) { RSG::utilities->set_debug_generate_wireframes(p_generate); } bool RenderingServerDefault::is_low_end() const { return RendererCompositor::is_low_end(); } Size2i RenderingServerDefault::get_maximum_viewport_size() const { if (RSG::utilities) { return RSG::utilities->get_maximum_viewport_size(); } else { return Size2i(); } } void RenderingServerDefault::_assign_mt_ids(WorkerThreadPool::TaskID p_pump_task_id) { server_thread = Thread::get_caller_id(); server_task_id = p_pump_task_id; // This is needed because the main RD is created on the main thread. RenderingDevice::get_singleton()->make_current(); } void RenderingServerDefault::_thread_exit() { exit = true; } void RenderingServerDefault::_thread_loop() { DisplayServer::get_singleton()->gl_window_make_current(DisplayServer::MAIN_WINDOW_ID); // Move GL to this thread. while (!exit) { WorkerThreadPool::get_singleton()->yield(); command_queue.flush_all(); } DisplayServer::get_singleton()->release_rendering_thread(); } /* INTERPOLATION */ void RenderingServerDefault::set_physics_interpolation_enabled(bool p_enabled) { RSG::canvas->set_physics_interpolation_enabled(p_enabled); RSG::scene->set_physics_interpolation_enabled(p_enabled); } /* EVENT QUEUING */ void RenderingServerDefault::sync() { if (create_thread) { command_queue.sync(); } else { command_queue.flush_all(); // Flush all pending from other threads. } } void RenderingServerDefault::draw(bool p_swap_buffers, double frame_step) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Manually triggering the draw function from the RenderingServer can only be done on the main thread. Call this function from the main thread or use call_deferred()."); // Needs to be done before changes is reset to 0, to not force the editor to redraw. RS::get_singleton()->emit_signal(SNAME("frame_pre_draw")); changes = 0; if (create_thread) { command_queue.push(this, &RenderingServerDefault::_draw, p_swap_buffers, frame_step); } else { _draw(p_swap_buffers, frame_step); } } void RenderingServerDefault::tick() { RSG::canvas->tick(); RSG::scene->tick(); } void RenderingServerDefault::pre_draw(bool p_will_draw) { RSG::scene->pre_draw(p_will_draw); } void RenderingServerDefault::_call_on_render_thread(const Callable &p_callable) { p_callable.call(); } RenderingServerDefault::RenderingServerDefault(bool p_create_thread) { RenderingServer::init(); create_thread = p_create_thread; } RenderingServerDefault::~RenderingServerDefault() { }