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| 1 | // | ||
| 2 | // GraphicsEngine.cpp | ||
| 3 | // | ||
| 4 | // Created by Sam Gateau on 29/6/2018. | ||
| 5 | // Copyright 2018 High Fidelity, Inc. | ||
| 6 | // | ||
| 7 | // Distributed under the Apache License, Version 2.0. | ||
| 8 | // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html | ||
| 9 | // | ||
| 10 | #include "GraphicsEngine.h" | ||
| 11 | |||
| 12 | #include <shared/GlobalAppProperties.h> | ||
| 13 | |||
| 14 | #include "WorldBox.h" | ||
| 15 | #include "LODManager.h" | ||
| 16 | |||
| 17 | #include <GeometryCache.h> | ||
| 18 | #include <TextureCache.h> | ||
| 19 | #include <UpdateSceneTask.h> | ||
| 20 | #include <RenderViewTask.h> | ||
| 21 | #include <SecondaryCamera.h> | ||
| 22 | |||
| 23 | #include "RenderEventHandler.h" | ||
| 24 | |||
| 25 | #include <gpu/Batch.h> | ||
| 26 | #include <gpu/Context.h> | ||
| 27 | #include <gpu/gl/GLBackend.h> | ||
| 28 | |||
| 29 | GraphicsEngine::GraphicsEngine() { | ||
| 30 | } | ||
| 31 | |||
| 32 | GraphicsEngine::~GraphicsEngine() { | ||
| 33 | } | ||
| 34 | |||
| 35 | void GraphicsEngine::initializeGPU(GLWidget* glwidget) { | ||
| 36 | |||
| 37 | // Build an offscreen GL context for the main thread. | ||
| 38 | _offscreenContext = new OffscreenGLCanvas(); | ||
| 39 | _offscreenContext->setObjectName("MainThreadContext"); | ||
| 40 | _offscreenContext->create(glwidget->qglContext()); | ||
| 41 | if (!_offscreenContext->makeCurrent()) { | ||
| 42 | qFatal("Unable to make offscreen context current"); | ||
| 43 | } | ||
| 44 | _offscreenContext->doneCurrent(); | ||
| 45 | _offscreenContext->setThreadContext(); | ||
| 46 | |||
| 47 | _renderEventHandler = new RenderEventHandler(glwidget->qglContext()); | ||
| 48 | if (!_offscreenContext->makeCurrent()) { | ||
| 49 | qFatal("Unable to make offscreen context current"); | ||
| 50 | } | ||
| 51 | |||
| 52 | // Requires the window context, because that's what's used in the actual rendering | ||
| 53 | // and the GPU backend will make things like the VAO which cannot be shared across | ||
| 54 | // contexts | ||
| 55 | glwidget->makeCurrent(); | ||
| 56 | gpu::Context::init<gpu::gl::GLBackend>(); | ||
| 57 | qApp->setProperty(hifi::properties::gl::MAKE_PROGRAM_CALLBACK, | ||
| 58 | QVariant::fromValue((void*)(&gpu::gl::GLBackend::makeProgram))); | ||
| 59 | glwidget->makeCurrent(); | ||
| 60 | _gpuContext = std::make_shared<gpu::Context>(); | ||
| 61 | |||
| 62 | DependencyManager::get<TextureCache>()->setGPUContext(_gpuContext); | ||
| 63 | |||
| 64 | // Restore the default main thread context | ||
| 65 | _offscreenContext->makeCurrent(); | ||
| 66 | } | ||
| 67 | |||
| 68 | void GraphicsEngine::initializeRender(bool disableDeferred) { | ||
| 69 | |||
| 70 | // Set up the render engine | ||
| 71 | render::CullFunctor cullFunctor = LODManager::shouldRender; | ||
| 72 | _renderEngine->addJob<UpdateSceneTask>("UpdateScene"); | ||
| 73 | #ifndef Q_OS_ANDROID | ||
| 74 | _renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor, !disableDeferred); | ||
| 75 | #endif | ||
| 76 | _renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !disableDeferred, render::ItemKey::TAG_BITS_0, render::ItemKey::TAG_BITS_0); | ||
| 77 | _renderEngine->load(); | ||
| 78 | _renderEngine->registerScene(_renderScene); | ||
| 79 | |||
| 80 | // Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success. | ||
| 81 | DependencyManager::get<GeometryCache>()->initializeShapePipelines(); | ||
| 82 | |||
| 83 | |||
| 84 | } | ||
| 85 | |||
| 86 | void GraphicsEngine::startup() { | ||
| 87 | |||
| 88 | |||
| 89 | static_cast<RenderEventHandler*>(_renderEventHandler)->resumeThread(); | ||
| 90 | } | ||
| 91 | |||
| 92 | void GraphicsEngine::shutdown() { | ||
| 93 | // The cleanup process enqueues the transactions but does not process them. Calling this here will force the actual | ||
| 94 | // removal of the items. | ||
| 95 | // See https://highfidelity.fogbugz.com/f/cases/5328 | ||
| 96 | _renderScene->enqueueFrame(); // flush all the transactions | ||
| 97 | _renderScene->processTransactionQueue(); // process and apply deletions | ||
| 98 | |||
| 99 | _gpuContext->shutdown(); | ||
| 100 | |||
| 101 | |||
| 102 | // shutdown render engine | ||
| 103 | _renderScene = nullptr; | ||
| 104 | _renderEngine = nullptr; | ||
| 105 | } | ||
| 106 | |||
| 107 | |||
| 108 | void GraphicsEngine::render_runRenderFrame(RenderArgs* renderArgs) { | ||
| 109 | PROFILE_RANGE(render, __FUNCTION__); | ||
| 110 | PerformanceTimer perfTimer("render"); | ||
| 111 | // PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::runRenderFrame()"); | ||
| 112 | |||
| 113 | // The pending changes collecting the changes here | ||
| 114 | render::Transaction transaction; | ||
| 115 | |||
| 116 | // this is not in use at all anymore | ||
| 117 | //if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) { | ||
| 118 | // render models... | ||
| 119 | // PerformanceTimer perfTimer("entities"); | ||
| 120 | // PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), | ||
| 121 | // "Application::runRenderFrame() ... entities..."); | ||
| 122 | |||
| 123 | //RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE; | ||
| 124 | |||
| 125 | //renderArgs->_debugFlags = renderDebugFlags; | ||
| 126 | //} | ||
| 127 | |||
| 128 | // Make sure the WorldBox is in the scene | ||
| 129 | // For the record, this one RenderItem is the first one we created and added to the scene. | ||
| 130 | // We could move that code elsewhere but you know... | ||
| 131 | if (!render::Item::isValidID(WorldBoxRenderData::_item)) { | ||
| 132 | auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>(); | ||
| 133 | auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData); | ||
| 134 | |||
| 135 | WorldBoxRenderData::_item = _renderScene->allocateID(); | ||
| 136 | |||
| 137 | transaction.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload); | ||
| 138 | _renderScene->enqueueTransaction(transaction); | ||
| 139 | } | ||
| 140 | |||
| 141 | { | ||
| 142 | // PerformanceTimer perfTimer("EngineRun"); | ||
| 143 | _renderEngine->getRenderContext()->args = renderArgs; | ||
| 144 | _renderEngine->run(); | ||
| 145 | } | ||
| 146 | } | ||
| 147 | |||
| 148 | static const unsigned int THROTTLED_SIM_FRAMERATE = 15; | ||
| 149 | static const int THROTTLED_SIM_FRAME_PERIOD_MS = MSECS_PER_SECOND / THROTTLED_SIM_FRAMERATE; | ||
| 150 | |||
| 151 | |||
| 152 | |||
| 153 | |||
| 154 | bool GraphicsEngine::shouldPaint() const { | ||
| 155 | |||
| 156 | // Throttle if requested | ||
| 157 | if ((static_cast<RenderEventHandler*>(_renderEventHandler)->_lastTimeRendered.elapsed() < THROTTLED_SIM_FRAME_PERIOD_MS)) { | ||
| 158 | return false; | ||
| 159 | } | ||
| 160 | |||
| 161 | return true; | ||
| 162 | } | ||
| 163 | |||
| 164 | bool GraphicsEngine::checkPendingRenderEvent() { | ||
| 165 | bool expected = false; | ||
| 166 | return (_renderEventHandler && static_cast<RenderEventHandler*>(_renderEventHandler)->_pendingRenderEvent.compare_exchange_strong(expected, true)); | ||
| 167 | } | ||