Threaded optimizations to cull and render
-Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing)
This commit is contained in:
parent
5d2a1d7892
commit
77bc3e9ac3
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@ -125,6 +125,7 @@ public:
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end_work();
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}
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_FORCE_INLINE_ int get_thread_count() const { return thread_count; }
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void init(int p_thread_count = -1);
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void finish();
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~ThreadWorkPool();
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@ -5638,7 +5638,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin_for_screen(Di
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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return ID_TYPE_DRAW_LIST;
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return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
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}
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Error RenderingDeviceVulkan::_draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass) {
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@ -5905,7 +5905,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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draw_list->viewport = Rect2i(viewport_offset, viewport_size);
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return ID_TYPE_DRAW_LIST;
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return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
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}
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Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
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@ -6002,7 +6002,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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for (uint32_t i = 0; i < p_splits; i++) {
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//take a command buffer and initialize it
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VkCommandBuffer command_buffer = split_draw_list_allocators[p_splits].command_buffers[frame];
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VkCommandBuffer command_buffer = split_draw_list_allocators[i].command_buffers[frame];
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VkCommandBufferInheritanceInfo inheritance_info;
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inheritance_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO;
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@ -6060,7 +6060,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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scissor.extent.height = viewport_size.height;
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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r_split_ids[i] = (DrawListID(1) << DrawListID(ID_TYPE_SPLIT_DRAW_LIST)) + i;
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r_split_ids[i] = (int64_t(ID_TYPE_SPLIT_DRAW_LIST) << ID_BASE_SHIFT) + i;
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draw_list[i].viewport = Rect2i(viewport_offset, viewport_size);
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}
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@ -6075,7 +6075,7 @@ RenderingDeviceVulkan::DrawList *RenderingDeviceVulkan::_get_draw_list_ptr(DrawL
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if (!draw_list) {
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return nullptr;
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} else if (p_id == ID_TYPE_DRAW_LIST) {
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} else if (p_id == (int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT)) {
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if (draw_list_split) {
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return nullptr;
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}
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@ -6442,8 +6442,8 @@ void RenderingDeviceVulkan::draw_list_end() {
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//send all command buffers
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VkCommandBuffer *command_buffers = (VkCommandBuffer *)alloca(sizeof(VkCommandBuffer) * draw_list_count);
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for (uint32_t i = 0; i < draw_list_count; i++) {
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vkEndCommandBuffer(draw_list->command_buffer);
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command_buffers[i] = draw_list->command_buffer;
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vkEndCommandBuffer(draw_list[i].command_buffer);
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command_buffers[i] = draw_list[i].command_buffer;
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}
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vkCmdExecuteCommands(frames[frame].draw_command_buffer, draw_list_count, command_buffers);
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@ -154,12 +154,9 @@ void RendererCompositorRD::initialize() {
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}
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}
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ThreadWorkPool RendererCompositorRD::thread_work_pool;
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uint64_t RendererCompositorRD::frame = 1;
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void RendererCompositorRD::finalize() {
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thread_work_pool.finish();
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memdelete(scene);
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memdelete(canvas);
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memdelete(storage);
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@ -174,7 +171,6 @@ RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
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RendererCompositorRD::RendererCompositorRD() {
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singleton = this;
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thread_work_pool.init();
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time = 0;
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storage = memnew(RendererStorageRD);
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@ -90,8 +90,6 @@ public:
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virtual bool is_low_end() const { return false; }
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static ThreadWorkPool thread_work_pool;
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static RendererCompositorRD *singleton;
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RendererCompositorRD();
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~RendererCompositorRD() {}
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@ -809,13 +809,13 @@ bool RendererSceneRenderForward::free(RID p_rid) {
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/// RENDERING ///
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template <RendererSceneRenderForward::PassMode p_pass_mode>
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void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
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void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
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RD::DrawListID draw_list = p_draw_list;
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RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
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//global scope bindings
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
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RID prev_material_uniform_set;
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@ -825,12 +825,12 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
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RID prev_pipeline_rd;
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RID prev_xforms_uniform_set;
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bool shadow_pass = (p_pass_mode == PASS_MODE_SHADOW) || (p_pass_mode == PASS_MODE_SHADOW_DP);
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bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
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float old_offset[2];
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float old_offset[2] = { 0, 0 };
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for (int i = 0; i < p_element_count; i++) {
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const GeometryInstanceSurfaceDataCache *surf = p_elements[i];
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for (uint32_t i = p_from_element; i < p_to_element; i++) {
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const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
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RID material_uniform_set;
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ShaderData *shader;
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@ -851,21 +851,21 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
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continue;
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}
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if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
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if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
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old_offset[0] = surf->owner->push_constant.lightmap_uv_scale[0];
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old_offset[1] = surf->owner->push_constant.lightmap_uv_scale[1];
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surf->owner->push_constant.lightmap_uv_scale[0] = p_uv_offset.x;
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surf->owner->push_constant.lightmap_uv_scale[1] = p_uv_offset.y;
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surf->owner->push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
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surf->owner->push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
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}
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//find cull variant
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ShaderData::CullVariant cull_variant;
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if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL || p_pass_mode == PASS_MODE_SDF || ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
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if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
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cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
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} else {
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bool mirror = surf->owner->mirror;
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if (p_reverse_cull) {
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if (p_params->reverse_cull) {
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mirror = !mirror;
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}
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cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
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@ -876,7 +876,7 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
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ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
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switch (p_pass_mode) {
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switch (p_params->pass_mode) {
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case PASS_MODE_COLOR:
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case PASS_MODE_COLOR_TRANSPARENT: {
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if (surf->sort.uses_lightmap) {
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@ -930,13 +930,13 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
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storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
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}
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if (p_screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(mesh_surface)) {
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if (p_params->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(mesh_surface)) {
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//lod
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Vector3 support_min = surf->owner->transformed_aabb.get_support(-p_lod_plane.normal);
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Vector3 support_max = surf->owner->transformed_aabb.get_support(p_lod_plane.normal);
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Vector3 support_min = surf->owner->transformed_aabb.get_support(-p_params->lod_plane.normal);
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Vector3 support_max = surf->owner->transformed_aabb.get_support(p_params->lod_plane.normal);
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float distance_min = p_lod_plane.distance_to(support_min);
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float distance_max = p_lod_plane.distance_to(support_max);
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float distance_min = p_params->lod_plane.distance_to(support_min);
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float distance_max = p_params->lod_plane.distance_to(support_max);
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float distance = 0.0;
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distance = -distance_max;
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}
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index_array_rd = storage->mesh_surface_get_index_array_with_lod(mesh_surface, surf->owner->lod_model_scale * surf->owner->lod_bias, distance * p_lod_distance_multiplier, p_screen_lod_threshold);
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index_array_rd = storage->mesh_surface_get_index_array_with_lod(mesh_surface, surf->owner->lod_model_scale * surf->owner->lod_bias, distance * p_params->lod_distance_multiplier, p_params->screen_lod_threshold);
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} else {
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//no lod
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prev_index_array_rd = index_array_rd;
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}
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RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_force_wireframe);
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RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
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if (pipeline_rd != prev_pipeline_rd) {
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// checking with prev shader does not make so much sense, as
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@ -995,49 +995,76 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
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RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), surf->owner->instance_count);
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if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
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if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
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surf->owner->push_constant.lightmap_uv_scale[0] = old_offset[0];
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surf->owner->push_constant.lightmap_uv_scale[1] = old_offset[1];
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}
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}
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}
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void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
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void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
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//use template for faster performance (pass mode comparisons are inlined)
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switch (p_pass_mode) {
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switch (p_params->pass_mode) {
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case PASS_MODE_COLOR: {
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_render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_COLOR_SPECULAR: {
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_render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_COLOR_TRANSPARENT: {
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_render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_SHADOW: {
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_render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_SHADOW_DP: {
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_render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_DEPTH: {
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_render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
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_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
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_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_DEPTH_MATERIAL: {
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_render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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case PASS_MODE_SDF: {
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_render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_elements, p_element_count, p_reverse_cull, p_no_gi, p_render_pass_uniform_set, p_force_wireframe, p_uv_offset, p_lod_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
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} break;
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}
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}
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void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
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uint32_t render_total = p_params->element_count;
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uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
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uint32_t render_from = p_thread * render_total / total_threads;
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uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
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_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
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}
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void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
|
||||
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
|
||||
p_params->framebuffer_format = fb_format;
|
||||
|
||||
if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
|
||||
//multi threaded
|
||||
thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
|
||||
RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
|
||||
RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForward::_render_list_thread_function, p_params);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
} else {
|
||||
//single threaded
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
|
||||
_render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
}
|
||||
|
||||
void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
|
||||
//CameraMatrix projection = p_cam_projection;
|
||||
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
|
||||
|
@ -1428,7 +1455,7 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInst
|
|||
}
|
||||
|
||||
void RendererSceneRenderForward::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
|
||||
scene_state.giprobes_used = MIN(p_giprobes.size(), MAX_GI_PROBES);
|
||||
scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES));
|
||||
for (uint32_t i = 0; i < scene_state.giprobes_used; i++) {
|
||||
scene_state.giprobe_ids[i] = p_giprobes[i];
|
||||
}
|
||||
|
@ -1681,9 +1708,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
|
|||
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
|
||||
|
||||
bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
|
||||
_render_list_with_threads(&render_list_params, depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
|
||||
|
||||
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
|
||||
|
@ -1731,13 +1757,13 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
|
|||
}
|
||||
|
||||
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
|
||||
|
||||
_render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
|
||||
|
||||
if (will_continue_color && using_separate_specular) {
|
||||
// close the specular framebuffer, as it's no longer used
|
||||
draw_list = RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
|
||||
RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
}
|
||||
|
@ -1817,9 +1843,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
|
|||
render_list.sort_by_reverse_depth_and_priority(true);
|
||||
|
||||
{
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
RenderListParameters render_list_params(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
|
||||
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
|
||||
}
|
||||
|
||||
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
|
@ -1854,9 +1879,8 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr
|
|||
|
||||
{
|
||||
//regular forward for now
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
RenderListParameters render_list_params(render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
|
||||
_render_list_with_threads(&render_list_params, p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1883,9 +1907,8 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb,
|
|||
|
||||
{
|
||||
//regular forward for now
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
|
||||
_render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1911,6 +1934,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
|
|||
render_list.sort_by_key(false);
|
||||
|
||||
{
|
||||
RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
|
||||
//regular forward for now
|
||||
Vector<Color> clear;
|
||||
clear.push_back(Color(0, 0, 0, 0));
|
||||
|
@ -1919,7 +1943,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
|
|||
clear.push_back(Color(0, 0, 0, 0));
|
||||
clear.push_back(Color(0, 0, 0, 0));
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
}
|
||||
|
@ -1946,6 +1970,7 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *
|
|||
render_list.sort_by_key(false);
|
||||
|
||||
{
|
||||
RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true);
|
||||
//regular forward for now
|
||||
Vector<Color> clear;
|
||||
clear.push_back(Color(0, 0, 0, 0));
|
||||
|
@ -1973,9 +1998,11 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *
|
|||
Vector2 ofs = uv_offsets[i];
|
||||
ofs.x /= p_region.size.width;
|
||||
ofs.y /= p_region.size.height;
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true, ofs); //first wireframe, for pseudo conservative
|
||||
render_list_params.uv_offset = ofs;
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
|
||||
}
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles
|
||||
render_list_params.uv_offset = Vector2();
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
|
||||
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
@ -2054,9 +2081,8 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
|
|||
E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
|
||||
}
|
||||
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
|
||||
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(E->get()), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles
|
||||
RD::get_singleton()->draw_list_end();
|
||||
RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false);
|
||||
_render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3380,6 +3406,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
|
|||
sampler.compare_op = RD::COMPARE_OP_LESS;
|
||||
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
|
||||
}
|
||||
|
||||
render_list_thread_threshold = GLOBAL_GET("rendering/forward_renderer/threaded_render_minimum_instances");
|
||||
}
|
||||
|
||||
RendererSceneRenderForward::~RendererSceneRenderForward() {
|
||||
|
|
|
@ -425,10 +425,44 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
|
|||
|
||||
struct GeometryInstanceSurfaceDataCache;
|
||||
|
||||
template <PassMode p_pass_mode>
|
||||
_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
|
||||
struct RenderListParameters {
|
||||
GeometryInstanceSurfaceDataCache **elements = nullptr;
|
||||
int element_count = 0;
|
||||
bool reverse_cull = false;
|
||||
PassMode pass_mode = PASS_MODE_COLOR;
|
||||
bool no_gi = false;
|
||||
RID render_pass_uniform_set;
|
||||
bool force_wireframe = false;
|
||||
Vector2 uv_offset;
|
||||
Plane lod_plane;
|
||||
float lod_distance_multiplier = 0.0;
|
||||
float screen_lod_threshold = 0.0;
|
||||
RD::FramebufferFormatID framebuffer_format = 0;
|
||||
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) {
|
||||
elements = p_elements;
|
||||
element_count = p_element_count;
|
||||
reverse_cull = p_reverse_cull;
|
||||
pass_mode = p_pass_mode;
|
||||
no_gi = p_no_gi;
|
||||
render_pass_uniform_set = p_render_pass_uniform_set;
|
||||
force_wireframe = p_force_wireframe;
|
||||
uv_offset = p_uv_offset;
|
||||
lod_plane = p_lod_plane;
|
||||
lod_distance_multiplier = p_lod_distance_multiplier;
|
||||
screen_lod_threshold = p_screen_lod_threshold;
|
||||
}
|
||||
};
|
||||
|
||||
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
|
||||
template <PassMode p_pass_mode>
|
||||
_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
|
||||
|
||||
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
|
||||
|
||||
LocalVector<RD::DrawListID> thread_draw_lists;
|
||||
void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
|
||||
void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
|
||||
|
||||
uint32_t render_list_thread_threshold = 500;
|
||||
|
||||
void _fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false);
|
||||
|
||||
|
|
|
@ -360,7 +360,7 @@ void ShaderRD::_compile_version(Version *p_version) {
|
|||
p_version->variants = memnew_arr(RID, variant_defines.size());
|
||||
#if 1
|
||||
|
||||
RendererCompositorRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
|
||||
RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
|
||||
#else
|
||||
for (int i = 0; i < variant_defines.size(); i++) {
|
||||
_compile_variant(i, p_version);
|
||||
|
|
|
@ -2224,187 +2224,74 @@ void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_
|
|||
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
|
||||
};
|
||||
|
||||
void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows) {
|
||||
// Note, in stereo rendering:
|
||||
// - p_cam_transform will be a transform in the middle of our two eyes
|
||||
// - p_cam_projection is a wider frustrum that encompasses both eyes
|
||||
void RendererSceneCull::_frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data) {
|
||||
uint32_t cull_total = cull_data->scenario->instance_data.size();
|
||||
uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
|
||||
uint32_t cull_from = p_thread * cull_total / total_threads;
|
||||
uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
|
||||
|
||||
Instance *render_reflection_probe = instance_owner.getornull(p_reflection_probe); //if null, not rendering to it
|
||||
|
||||
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
||||
|
||||
render_pass++;
|
||||
|
||||
scene_render->set_scene_pass(render_pass);
|
||||
|
||||
if (p_render_buffers.is_valid()) {
|
||||
scene_render->sdfgi_update(p_render_buffers, p_environment, p_cam_transform.origin); //update conditions for SDFGI (whether its used or not)
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("Frustum Culling");
|
||||
|
||||
//rasterizer->set_camera(camera->transform, camera_matrix,ortho);
|
||||
|
||||
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
|
||||
|
||||
Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
|
||||
_frustum_cull(*cull_data, frustum_cull_result_threads[p_thread], cull_from, cull_to);
|
||||
}
|
||||
|
||||
void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
|
||||
uint64_t frame_number = RSG::rasterizer->get_frame_number();
|
||||
float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
|
||||
|
||||
/* STEP 2 - CULL */
|
||||
|
||||
cull.frustum = Frustum(planes);
|
||||
|
||||
Vector<RID> directional_lights;
|
||||
// directional lights
|
||||
{
|
||||
//reset shadows
|
||||
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
||||
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
||||
cull.shadows[i].cascades[j].cull_result.clear();
|
||||
}
|
||||
}
|
||||
|
||||
cull.shadow_count = 0;
|
||||
|
||||
Vector<Instance *> lights_with_shadow;
|
||||
|
||||
for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
|
||||
if (!E->get()->visible) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
|
||||
break;
|
||||
}
|
||||
|
||||
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
|
||||
|
||||
//check shadow..
|
||||
|
||||
if (light) {
|
||||
if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
|
||||
lights_with_shadow.push_back(E->get());
|
||||
}
|
||||
//add to list
|
||||
directional_lights.push_back(light->instance);
|
||||
}
|
||||
}
|
||||
|
||||
scene_render->set_directional_shadow_count(lights_with_shadow.size());
|
||||
|
||||
for (int i = 0; i < lights_with_shadow.size(); i++) {
|
||||
_light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect);
|
||||
}
|
||||
}
|
||||
|
||||
{ //sdfgi
|
||||
cull.sdfgi.region_count = 0;
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
||||
cull.sdfgi.region_cull_result[i].clear();
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
||||
cull.sdfgi.cascade_lights[i].clear();
|
||||
}
|
||||
|
||||
if (p_render_buffers.is_valid()) {
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
||||
cull.sdfgi.cascade_lights[i].clear();
|
||||
}
|
||||
cull.sdfgi.cascade_light_count = 0;
|
||||
|
||||
uint32_t prev_cascade = 0xFFFFFFFF;
|
||||
uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
|
||||
|
||||
for (uint32_t i = 0; i < pending_region_count; i++) {
|
||||
cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
|
||||
uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
|
||||
cull.sdfgi.region_cascade[i] = region_cascade;
|
||||
|
||||
if (region_cascade != prev_cascade) {
|
||||
cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
|
||||
cull.sdfgi.cascade_light_count++;
|
||||
prev_cascade = region_cascade;
|
||||
}
|
||||
}
|
||||
|
||||
cull.sdfgi.region_count = pending_region_count;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
//pre-clear results
|
||||
geometry_instances_to_render.clear();
|
||||
light_cull_result.clear();
|
||||
lightmap_cull_result.clear();
|
||||
reflection_probe_instance_cull_result.clear();
|
||||
light_instance_cull_result.clear();
|
||||
gi_probe_instance_cull_result.clear();
|
||||
lightmap_cull_result.clear();
|
||||
decal_instance_cull_result.clear();
|
||||
mesh_instance_cull_result.clear();
|
||||
}
|
||||
|
||||
{
|
||||
uint64_t cull_count = scenario->instance_data.size();
|
||||
uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
|
||||
uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
|
||||
|
||||
RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
|
||||
|
||||
for (uint64_t i = 0; i < cull_count; i++) {
|
||||
for (uint64_t i = p_from; i < p_to; i++) {
|
||||
bool mesh_visible = false;
|
||||
|
||||
if (scenario->instance_aabbs[i].in_frustum(cull.frustum)) {
|
||||
InstanceData &idata = scenario->instance_data[i];
|
||||
if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->frustum)) {
|
||||
InstanceData &idata = cull_data.scenario->instance_data[i];
|
||||
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
|
||||
|
||||
if ((p_visible_layers & idata.layer_mask) == 0) {
|
||||
if ((cull_data.visible_layers & idata.layer_mask) == 0) {
|
||||
//failure
|
||||
} else if (base_type == RS::INSTANCE_LIGHT) {
|
||||
light_cull_result.push_back(idata.instance);
|
||||
light_instance_cull_result.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
|
||||
cull_result.lights.push_back(idata.instance);
|
||||
cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
|
||||
scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
|
||||
}
|
||||
|
||||
} else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
|
||||
if (render_reflection_probe != idata.instance) {
|
||||
if (cull_data.render_reflection_probe != idata.instance) {
|
||||
//avoid entering The Matrix
|
||||
|
||||
if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
|
||||
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
|
||||
cull.lock.lock();
|
||||
cull_data.cull->lock.lock();
|
||||
if (!reflection_probe->update_list.in_list()) {
|
||||
reflection_probe->render_step = 0;
|
||||
reflection_probe_render_list.add_last(&reflection_probe->update_list);
|
||||
}
|
||||
cull.lock.unlock();
|
||||
cull_data.cull->lock.unlock();
|
||||
|
||||
idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
|
||||
}
|
||||
|
||||
if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
|
||||
reflection_probe_instance_cull_result.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
}
|
||||
}
|
||||
} else if (base_type == RS::INSTANCE_DECAL) {
|
||||
decal_instance_cull_result.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
|
||||
} else if (base_type == RS::INSTANCE_GI_PROBE) {
|
||||
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(idata.instance->base_data);
|
||||
cull.lock.lock();
|
||||
cull_data.cull->lock.lock();
|
||||
if (!gi_probe->update_element.in_list()) {
|
||||
gi_probe_update_list.add(&gi_probe->update_element);
|
||||
}
|
||||
cull.lock.unlock();
|
||||
gi_probe_instance_cull_result.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
cull_data.cull->lock.unlock();
|
||||
cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
|
||||
} else if (base_type == RS::INSTANCE_LIGHTMAP) {
|
||||
lightmap_cull_result.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
|
||||
} else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
|
||||
bool keep = true;
|
||||
|
||||
|
@ -2420,10 +2307,10 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
|
|||
//but if nothing is going on, don't do it.
|
||||
keep = false;
|
||||
} else {
|
||||
cull.lock.lock();
|
||||
cull_data.cull->lock.lock();
|
||||
RSG::storage->particles_request_process(idata.base_rid);
|
||||
cull.lock.unlock();
|
||||
RSG::storage->particles_set_view_axis(idata.base_rid, -p_cam_transform.basis.get_axis(2).normalized());
|
||||
cull_data.cull->lock.unlock();
|
||||
RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized());
|
||||
//particles visible? request redraw
|
||||
RenderingServerDefault::redraw_request();
|
||||
}
|
||||
|
@ -2505,56 +2392,191 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
|
|||
}
|
||||
|
||||
if (keep) {
|
||||
geometry_instances_to_render.push_back(idata.instance_geometry);
|
||||
cull_result.geometry_instances.push_back(idata.instance_geometry);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (uint32_t j = 0; j < cull.shadow_count; j++) {
|
||||
for (uint32_t k = 0; k < cull.shadows[j].cascade_count; k++) {
|
||||
if (scenario->instance_aabbs[i].in_frustum(cull.shadows[j].cascades[k].frustum)) {
|
||||
InstanceData &idata = scenario->instance_data[i];
|
||||
for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
|
||||
for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
|
||||
if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->shadows[j].cascades[k].frustum)) {
|
||||
InstanceData &idata = cull_data.scenario->instance_data[i];
|
||||
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
|
||||
|
||||
if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
|
||||
cull.shadows[j].cascades[k].cull_result.push_back(idata.instance_geometry);
|
||||
cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
|
||||
mesh_visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (uint32_t j = 0; j < cull.sdfgi.region_count; j++) {
|
||||
if (scenario->instance_aabbs[i].in_aabb(cull.sdfgi.region_aabb[j])) {
|
||||
InstanceData &idata = scenario->instance_data[i];
|
||||
for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
|
||||
if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
|
||||
InstanceData &idata = cull_data.scenario->instance_data[i];
|
||||
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
|
||||
|
||||
if (base_type == RS::INSTANCE_LIGHT) {
|
||||
InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
|
||||
if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull.sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
|
||||
if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull.sdfgi.region_cascade[j]) {
|
||||
if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
|
||||
if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
|
||||
sdfgi_last_light_index = i;
|
||||
sdfgi_last_light_cascade = cull.sdfgi.region_cascade[j];
|
||||
cull.sdfgi.cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
|
||||
sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
|
||||
cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
|
||||
}
|
||||
}
|
||||
} else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
||||
if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
|
||||
cull.sdfgi.region_cull_result[j].push_back(idata.instance_geometry);
|
||||
cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
|
||||
mesh_visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mesh_visible && scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
|
||||
mesh_instance_cull_result.push_back(scenario->instance_data[i].instance->mesh_instance);
|
||||
if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
|
||||
cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows) {
|
||||
// Note, in stereo rendering:
|
||||
// - p_cam_transform will be a transform in the middle of our two eyes
|
||||
// - p_cam_projection is a wider frustrum that encompasses both eyes
|
||||
|
||||
Instance *render_reflection_probe = instance_owner.getornull(p_reflection_probe); //if null, not rendering to it
|
||||
|
||||
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
||||
|
||||
render_pass++;
|
||||
|
||||
scene_render->set_scene_pass(render_pass);
|
||||
|
||||
if (p_render_buffers.is_valid()) {
|
||||
scene_render->sdfgi_update(p_render_buffers, p_environment, p_cam_transform.origin); //update conditions for SDFGI (whether its used or not)
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("Frustum Culling");
|
||||
|
||||
//rasterizer->set_camera(camera->transform, camera_matrix,ortho);
|
||||
|
||||
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
|
||||
|
||||
Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
|
||||
|
||||
/* STEP 2 - CULL */
|
||||
|
||||
cull.frustum = Frustum(planes);
|
||||
|
||||
Vector<RID> directional_lights;
|
||||
// directional lights
|
||||
{
|
||||
cull.shadow_count = 0;
|
||||
|
||||
Vector<Instance *> lights_with_shadow;
|
||||
|
||||
for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
|
||||
if (!E->get()->visible) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
|
||||
break;
|
||||
}
|
||||
|
||||
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
|
||||
|
||||
//check shadow..
|
||||
|
||||
if (light) {
|
||||
if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
|
||||
lights_with_shadow.push_back(E->get());
|
||||
}
|
||||
//add to list
|
||||
directional_lights.push_back(light->instance);
|
||||
}
|
||||
}
|
||||
|
||||
if (mesh_instance_cull_result.size()) {
|
||||
for (uint64_t i = 0; i < mesh_instance_cull_result.size(); i++) {
|
||||
RSG::storage->mesh_instance_check_for_update(mesh_instance_cull_result[i]);
|
||||
scene_render->set_directional_shadow_count(lights_with_shadow.size());
|
||||
|
||||
for (int i = 0; i < lights_with_shadow.size(); i++) {
|
||||
_light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect);
|
||||
}
|
||||
}
|
||||
|
||||
{ //sdfgi
|
||||
cull.sdfgi.region_count = 0;
|
||||
|
||||
if (p_render_buffers.is_valid()) {
|
||||
cull.sdfgi.cascade_light_count = 0;
|
||||
|
||||
uint32_t prev_cascade = 0xFFFFFFFF;
|
||||
uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
|
||||
|
||||
for (uint32_t i = 0; i < pending_region_count; i++) {
|
||||
cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
|
||||
uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
|
||||
cull.sdfgi.region_cascade[i] = region_cascade;
|
||||
|
||||
if (region_cascade != prev_cascade) {
|
||||
cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
|
||||
cull.sdfgi.cascade_light_count++;
|
||||
prev_cascade = region_cascade;
|
||||
}
|
||||
}
|
||||
|
||||
cull.sdfgi.region_count = pending_region_count;
|
||||
}
|
||||
}
|
||||
|
||||
frustum_cull_result.clear();
|
||||
|
||||
{
|
||||
uint64_t cull_from = 0;
|
||||
uint64_t cull_to = scenario->instance_data.size();
|
||||
|
||||
FrustumCullData cull_data;
|
||||
|
||||
//prepare for eventual thread usage
|
||||
cull_data.cull = &cull;
|
||||
cull_data.scenario = scenario;
|
||||
cull_data.shadow_atlas = p_shadow_atlas;
|
||||
cull_data.cam_transform = p_cam_transform;
|
||||
cull_data.visible_layers = p_visible_layers;
|
||||
cull_data.render_reflection_probe = render_reflection_probe;
|
||||
//#define DEBUG_CULL_TIME
|
||||
#ifdef DEBUG_CULL_TIME
|
||||
uint64_t time_from = OS::get_singleton()->get_ticks_usec();
|
||||
#endif
|
||||
if (cull_to > thread_cull_threshold) {
|
||||
//multiple threads
|
||||
for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
|
||||
frustum_cull_result_threads[i].clear();
|
||||
}
|
||||
|
||||
RendererThreadPool::singleton->thread_work_pool.do_work(frustum_cull_result_threads.size(), this, &RendererSceneCull::_frustum_cull_threaded, &cull_data);
|
||||
|
||||
for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
|
||||
frustum_cull_result.append_from(frustum_cull_result_threads[i]);
|
||||
}
|
||||
|
||||
} else {
|
||||
//single threaded
|
||||
_frustum_cull(cull_data, frustum_cull_result, cull_from, cull_to);
|
||||
}
|
||||
|
||||
#ifdef DEBUG_CULL_TIME
|
||||
static float time_avg = 0;
|
||||
static uint32_t time_count = 0;
|
||||
time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
|
||||
time_count++;
|
||||
print_line("time taken: " + rtos(time_avg / time_count));
|
||||
#endif
|
||||
|
||||
if (frustum_cull_result.mesh_instances.size()) {
|
||||
for (uint64_t i = 0; i < frustum_cull_result.mesh_instances.size(); i++) {
|
||||
RSG::storage->mesh_instance_check_for_update(frustum_cull_result.mesh_instances[i]);
|
||||
}
|
||||
RSG::storage->update_mesh_instances();
|
||||
}
|
||||
|
@ -2567,7 +2589,7 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
|
|||
const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
|
||||
// print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
|
||||
scene_render->light_instance_set_shadow_transform(cull.shadows[i].light_instance, c.projection, c.transform, c.zfar, c.split, j, c.shadow_texel_size, c.bias_scale, c.range_begin, c.uv_scale);
|
||||
scene_render->render_shadow(cull.shadows[i].light_instance, p_shadow_atlas, j, c.cull_result, near_plane, p_cam_projection.get_lod_multiplier(), p_screen_lod_threshold);
|
||||
scene_render->render_shadow(cull.shadows[i].light_instance, p_shadow_atlas, j, frustum_cull_result.directional_shadows[i].cascade_geometry_instances[j], near_plane, p_cam_projection.get_lod_multiplier(), p_screen_lod_threshold);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2577,19 +2599,19 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
|
|||
if (cull.sdfgi.region_count > 0) {
|
||||
//update regions
|
||||
for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
|
||||
scene_render->render_sdfgi(p_render_buffers, i, cull.sdfgi.region_cull_result[i]);
|
||||
scene_render->render_sdfgi(p_render_buffers, i, frustum_cull_result.sdfgi_region_geometry_instances[i]);
|
||||
}
|
||||
//check if static lights were culled
|
||||
bool static_lights_culled = false;
|
||||
for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
|
||||
if (cull.sdfgi.cascade_lights[i].size()) {
|
||||
if (frustum_cull_result.sdfgi_cascade_lights[i].size()) {
|
||||
static_lights_culled = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (static_lights_culled) {
|
||||
scene_render->render_sdfgi_static_lights(p_render_buffers, cull.sdfgi.cascade_light_count, cull.sdfgi.cascade_light_index, cull.sdfgi.cascade_lights);
|
||||
scene_render->render_sdfgi_static_lights(p_render_buffers, cull.sdfgi.cascade_light_count, cull.sdfgi.cascade_light_index, frustum_cull_result.sdfgi_cascade_lights);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2618,8 +2640,8 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
|
|||
|
||||
//SortArray<Instance*,_InstanceLightsort> sorter;
|
||||
//sorter.sort(light_cull_result,light_cull_count);
|
||||
for (uint32_t i = 0; i < (uint32_t)light_cull_result.size(); i++) {
|
||||
Instance *ins = light_cull_result[i];
|
||||
for (uint32_t i = 0; i < (uint32_t)frustum_cull_result.lights.size(); i++) {
|
||||
Instance *ins = frustum_cull_result.lights[i];
|
||||
|
||||
if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
|
||||
continue;
|
||||
|
@ -2715,7 +2737,7 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
|
|||
|
||||
//append the directional lights to the lights culled
|
||||
for (int i = 0; i < directional_lights.size(); i++) {
|
||||
light_instance_cull_result.push_back(directional_lights[i]);
|
||||
frustum_cull_result.light_instances.push_back(directional_lights[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2752,7 +2774,7 @@ void RendererSceneCull::_render_scene(RID p_render_buffers, const Transform p_ca
|
|||
/* PROCESS GEOMETRY AND DRAW SCENE */
|
||||
|
||||
RENDER_TIMESTAMP("Render Scene ");
|
||||
scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, geometry_instances_to_render, light_instance_cull_result, reflection_probe_instance_cull_result, gi_probe_instance_cull_result, decal_instance_cull_result, lightmap_cull_result, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold);
|
||||
scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, frustum_cull_result.geometry_instances, frustum_cull_result.light_instances, frustum_cull_result.reflections, frustum_cull_result.gi_probes, frustum_cull_result.decals, frustum_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold);
|
||||
}
|
||||
|
||||
void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
|
||||
|
@ -3042,7 +3064,7 @@ void RendererSceneCull::render_probes() {
|
|||
update_lights = true;
|
||||
}
|
||||
|
||||
geometry_instances_to_render.clear();
|
||||
frustum_cull_result.geometry_instances.clear();
|
||||
|
||||
RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
|
||||
|
||||
|
@ -3069,10 +3091,10 @@ void RendererSceneCull::render_probes() {
|
|||
ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
|
||||
}
|
||||
|
||||
geometry_instances_to_render.push_back(geom->geometry_instance);
|
||||
frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
|
||||
}
|
||||
|
||||
scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, geometry_instances_to_render);
|
||||
scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, frustum_cull_result.geometry_instances);
|
||||
|
||||
gi_probe_update_list.remove(gi_probe);
|
||||
|
||||
|
@ -3087,7 +3109,7 @@ void RendererSceneCull::render_particle_colliders() {
|
|||
if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
|
||||
//update heightfield
|
||||
instance_cull_result.clear();
|
||||
geometry_instances_to_render.clear();
|
||||
frustum_cull_result.geometry_instances.clear();
|
||||
|
||||
struct CullAABB {
|
||||
PagedArray<Instance *> *result;
|
||||
|
@ -3109,10 +3131,10 @@ void RendererSceneCull::render_particle_colliders() {
|
|||
continue;
|
||||
}
|
||||
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
||||
geometry_instances_to_render.push_back(geom->geometry_instance);
|
||||
frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
|
||||
}
|
||||
|
||||
scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, geometry_instances_to_render);
|
||||
scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, frustum_cull_result.geometry_instances);
|
||||
}
|
||||
heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
|
||||
}
|
||||
|
@ -3457,62 +3479,30 @@ RendererSceneCull::RendererSceneCull() {
|
|||
singleton = this;
|
||||
|
||||
instance_cull_result.set_page_pool(&instance_cull_page_pool);
|
||||
mesh_instance_cull_result.set_page_pool(&rid_cull_page_pool);
|
||||
instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
|
||||
light_cull_result.set_page_pool(&instance_cull_page_pool);
|
||||
|
||||
geometry_instances_to_render.set_page_pool(&geometry_instance_cull_page_pool);
|
||||
geometry_instances_to_shadow_render.set_page_pool(&geometry_instance_cull_page_pool);
|
||||
|
||||
lightmap_cull_result.set_page_pool(&rid_cull_page_pool);
|
||||
reflection_probe_instance_cull_result.set_page_pool(&rid_cull_page_pool);
|
||||
light_instance_cull_result.set_page_pool(&rid_cull_page_pool);
|
||||
gi_probe_instance_cull_result.set_page_pool(&rid_cull_page_pool);
|
||||
decal_instance_cull_result.set_page_pool(&rid_cull_page_pool);
|
||||
|
||||
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
||||
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
||||
cull.shadows[i].cascades[j].cull_result.set_page_pool(&geometry_instance_cull_page_pool);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
||||
cull.sdfgi.region_cull_result[i].set_page_pool(&geometry_instance_cull_page_pool);
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
||||
cull.sdfgi.cascade_lights[i].set_page_pool(&rid_cull_page_pool);
|
||||
frustum_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
|
||||
frustum_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
|
||||
for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
|
||||
frustum_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
|
||||
}
|
||||
|
||||
indexer_update_iterations = GLOBAL_GET("rendering/spatial_indexer/update_iterations_per_frame");
|
||||
thread_cull_threshold = GLOBAL_GET("rendering/spatial_indexer/threaded_cull_minimum_instances");
|
||||
thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
|
||||
}
|
||||
|
||||
RendererSceneCull::~RendererSceneCull() {
|
||||
instance_cull_result.reset();
|
||||
mesh_instance_cull_result.reset();
|
||||
instance_shadow_cull_result.reset();
|
||||
light_cull_result.reset();
|
||||
|
||||
geometry_instances_to_render.reset();
|
||||
geometry_instances_to_shadow_render.reset();
|
||||
lightmap_cull_result.reset();
|
||||
|
||||
reflection_probe_instance_cull_result.reset();
|
||||
light_instance_cull_result.reset();
|
||||
gi_probe_instance_cull_result.reset();
|
||||
decal_instance_cull_result.reset();
|
||||
|
||||
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
||||
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
||||
cull.shadows[i].cascades[j].cull_result.reset();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
||||
cull.sdfgi.region_cull_result[i].reset();
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
||||
cull.sdfgi.cascade_lights[i].reset();
|
||||
frustum_cull_result.reset();
|
||||
for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
|
||||
frustum_cull_result_threads[i].reset();
|
||||
}
|
||||
frustum_cull_result_threads.clear();
|
||||
}
|
||||
|
|
|
@ -352,7 +352,7 @@ public:
|
|||
bool receive_shadows : 8;
|
||||
bool visible : 8;
|
||||
bool baked_light : 2; //this flag is only to know if it actually did use baked light
|
||||
bool dynamic_gi : 2; //this flag is only to know if it actually did use baked light
|
||||
bool dynamic_gi : 2; //same above for dynamic objects
|
||||
bool redraw_if_visible : 4;
|
||||
|
||||
Instance *lightmap;
|
||||
|
@ -688,15 +688,6 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
struct CullResult {
|
||||
PagedArray<Instance *> *result;
|
||||
_FORCE_INLINE_ bool operator()(void *p_data) {
|
||||
Instance *p_instance = (Instance *)p_data;
|
||||
result->push_back(p_instance);
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
Set<Instance *> heightfield_particle_colliders_update_list;
|
||||
|
||||
PagedArrayPool<Instance *> instance_cull_page_pool;
|
||||
|
@ -704,17 +695,127 @@ public:
|
|||
PagedArrayPool<RID> rid_cull_page_pool;
|
||||
|
||||
PagedArray<Instance *> instance_cull_result;
|
||||
PagedArray<RID> mesh_instance_cull_result;
|
||||
PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances_to_render;
|
||||
PagedArray<Instance *> instance_shadow_cull_result;
|
||||
PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances_to_shadow_render;
|
||||
PagedArray<Instance *> light_cull_result;
|
||||
PagedArray<RID> lightmap_cull_result;
|
||||
PagedArray<RID> reflection_probe_instance_cull_result;
|
||||
PagedArray<RID> light_instance_cull_result;
|
||||
|
||||
PagedArray<RID> gi_probe_instance_cull_result;
|
||||
PagedArray<RID> decal_instance_cull_result;
|
||||
struct FrustumCullResult {
|
||||
PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
|
||||
PagedArray<Instance *> lights;
|
||||
PagedArray<RID> light_instances;
|
||||
PagedArray<RID> lightmaps;
|
||||
PagedArray<RID> reflections;
|
||||
PagedArray<RID> decals;
|
||||
PagedArray<RID> gi_probes;
|
||||
PagedArray<RID> mesh_instances;
|
||||
|
||||
struct DirectionalShadow {
|
||||
PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
|
||||
} directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
|
||||
|
||||
PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
|
||||
PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
|
||||
|
||||
void clear() {
|
||||
geometry_instances.clear();
|
||||
lights.clear();
|
||||
light_instances.clear();
|
||||
lightmaps.clear();
|
||||
reflections.clear();
|
||||
decals.clear();
|
||||
gi_probes.clear();
|
||||
mesh_instances.clear();
|
||||
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
||||
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
||||
directional_shadows[i].cascade_geometry_instances[j].clear();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
||||
sdfgi_region_geometry_instances[i].clear();
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
||||
sdfgi_cascade_lights[i].clear();
|
||||
}
|
||||
}
|
||||
|
||||
void reset() {
|
||||
geometry_instances.reset();
|
||||
lights.reset();
|
||||
light_instances.reset();
|
||||
lightmaps.reset();
|
||||
reflections.reset();
|
||||
decals.reset();
|
||||
gi_probes.reset();
|
||||
mesh_instances.reset();
|
||||
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
||||
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
||||
directional_shadows[i].cascade_geometry_instances[j].reset();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
||||
sdfgi_region_geometry_instances[i].reset();
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
||||
sdfgi_cascade_lights[i].reset();
|
||||
}
|
||||
}
|
||||
|
||||
void append_from(FrustumCullResult &p_cull_result) {
|
||||
geometry_instances.merge_unordered(p_cull_result.geometry_instances);
|
||||
lights.merge_unordered(p_cull_result.lights);
|
||||
light_instances.merge_unordered(p_cull_result.light_instances);
|
||||
lightmaps.merge_unordered(p_cull_result.lightmaps);
|
||||
reflections.merge_unordered(p_cull_result.reflections);
|
||||
decals.merge_unordered(p_cull_result.decals);
|
||||
gi_probes.merge_unordered(p_cull_result.gi_probes);
|
||||
mesh_instances.merge_unordered(p_cull_result.mesh_instances);
|
||||
|
||||
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
||||
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
||||
directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
||||
sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
||||
sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
|
||||
geometry_instances.set_page_pool(p_geometry_instance_pool);
|
||||
light_instances.set_page_pool(p_rid_pool);
|
||||
lights.set_page_pool(p_instance_pool);
|
||||
lightmaps.set_page_pool(p_rid_pool);
|
||||
reflections.set_page_pool(p_rid_pool);
|
||||
decals.set_page_pool(p_rid_pool);
|
||||
mesh_instances.set_page_pool(p_rid_pool);
|
||||
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
||||
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
||||
directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
||||
sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
|
||||
}
|
||||
|
||||
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
||||
sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
FrustumCullResult frustum_cull_result;
|
||||
LocalVector<FrustumCullResult> frustum_cull_result_threads;
|
||||
|
||||
uint32_t thread_cull_threshold = 200;
|
||||
|
||||
RID_PtrOwner<Instance> instance_owner;
|
||||
|
||||
|
@ -786,8 +887,6 @@ public:
|
|||
real_t range_begin;
|
||||
Vector2 uv_scale;
|
||||
|
||||
PagedArray<RendererSceneRender::GeometryInstance *> cull_result;
|
||||
|
||||
} cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
|
||||
uint32_t cascade_count;
|
||||
|
||||
|
@ -797,12 +896,10 @@ public:
|
|||
|
||||
struct SDFGI {
|
||||
//have arrays here because SDFGI functions expects this, plus regions can have areas
|
||||
PagedArray<RendererSceneRender::GeometryInstance *> region_cull_result[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
|
||||
AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
|
||||
uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
|
||||
uint32_t region_count = 0;
|
||||
|
||||
PagedArray<RID> cascade_lights[SDFGI_MAX_CASCADES];
|
||||
uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
|
||||
uint32_t cascade_light_count = 0;
|
||||
|
||||
|
@ -813,6 +910,18 @@ public:
|
|||
Frustum frustum;
|
||||
} cull;
|
||||
|
||||
struct FrustumCullData {
|
||||
Cull *cull;
|
||||
Scenario *scenario;
|
||||
RID shadow_atlas;
|
||||
Transform cam_transform;
|
||||
uint32_t visible_layers;
|
||||
Instance *render_reflection_probe;
|
||||
};
|
||||
|
||||
void _frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data);
|
||||
void _frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
|
||||
|
||||
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
|
||||
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
|
||||
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
|
||||
|
|
|
@ -113,7 +113,7 @@ public:
|
|||
~DependencyTracker() { clear(); }
|
||||
|
||||
private:
|
||||
friend class Dependency;
|
||||
friend struct Dependency;
|
||||
uint32_t instance_version = 0;
|
||||
Set<Dependency *> dependencies;
|
||||
};
|
||||
|
|
|
@ -0,0 +1,42 @@
|
|||
/*************************************************************************/
|
||||
/* renderer_thread_pool.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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 "renderer_thread_pool.h"
|
||||
|
||||
RendererThreadPool *RendererThreadPool::singleton = nullptr;
|
||||
|
||||
RendererThreadPool::RendererThreadPool() {
|
||||
singleton = this;
|
||||
thread_work_pool.init();
|
||||
}
|
||||
|
||||
RendererThreadPool::~RendererThreadPool() {
|
||||
thread_work_pool.finish();
|
||||
}
|
|
@ -0,0 +1,45 @@
|
|||
/*************************************************************************/
|
||||
/* renderer_thread_pool.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RENDERERTHREADPOOL_H
|
||||
#define RENDERERTHREADPOOL_H
|
||||
|
||||
#include "core/templates/thread_work_pool.h"
|
||||
|
||||
class RendererThreadPool {
|
||||
public:
|
||||
ThreadWorkPool thread_work_pool;
|
||||
|
||||
static RendererThreadPool *singleton;
|
||||
RendererThreadPool();
|
||||
~RendererThreadPool();
|
||||
};
|
||||
|
||||
#endif // RENDERERTHREADPOOL_H
|
|
@ -2253,6 +2253,8 @@ void RenderingServer::set_render_loop_enabled(bool p_enabled) {
|
|||
|
||||
RenderingServer::RenderingServer() {
|
||||
//ERR_FAIL_COND(singleton);
|
||||
|
||||
thread_pool = memnew(RendererThreadPool);
|
||||
singleton = this;
|
||||
|
||||
GLOBAL_DEF_RST("rendering/vram_compression/import_bptc", false);
|
||||
|
@ -2383,8 +2385,13 @@ RenderingServer::RenderingServer() {
|
|||
|
||||
GLOBAL_DEF("rendering/spatial_indexer/update_iterations_per_frame", 10);
|
||||
ProjectSettings::get_singleton()->set_custom_property_info("rendering/spatial_indexer/update_iterations_per_frame", PropertyInfo(Variant::INT, "rendering/spatial_indexer/update_iterations_per_frame", PROPERTY_HINT_RANGE, "0,1024,1"));
|
||||
GLOBAL_DEF("rendering/spatial_indexer/threaded_cull_minimum_instances", 1000);
|
||||
ProjectSettings::get_singleton()->set_custom_property_info("rendering/spatial_indexer/threaded_cull_minimum_instances", PropertyInfo(Variant::INT, "rendering/spatial_indexer/threaded_cull_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1"));
|
||||
GLOBAL_DEF("rendering/forward_renderer/threaded_render_minimum_instances", 500);
|
||||
ProjectSettings::get_singleton()->set_custom_property_info("rendering/forward_renderer/threaded_render_minimum_instances", PropertyInfo(Variant::INT, "rendering/forward_renderer/threaded_render_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1"));
|
||||
}
|
||||
|
||||
RenderingServer::~RenderingServer() {
|
||||
memdelete(thread_pool);
|
||||
singleton = nullptr;
|
||||
}
|
||||
|
|
|
@ -39,6 +39,7 @@
|
|||
#include "core/variant/typed_array.h"
|
||||
#include "core/variant/variant.h"
|
||||
#include "servers/display_server.h"
|
||||
#include "servers/rendering/renderer_thread_pool.h"
|
||||
#include "servers/rendering/rendering_device.h"
|
||||
#include "servers/rendering/shader_language.h"
|
||||
|
||||
|
@ -52,6 +53,8 @@ class RenderingServer : public Object {
|
|||
|
||||
Array _get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, Vector<uint8_t> p_attrib_data, Vector<uint8_t> p_skin_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const;
|
||||
|
||||
RendererThreadPool *thread_pool = nullptr;
|
||||
|
||||
protected:
|
||||
RID _make_test_cube();
|
||||
void _free_internal_rids();
|
||||
|
|
Loading…
Reference in New Issue