Don't bottleneck the render-perf tool on new frame creation

This commit is contained in:
Brad Davis 2016-08-26 19:08:50 -07:00
parent e4334be0cf
commit 0213dd0359

View file

@ -172,8 +172,8 @@ void main(void) {
extern QThread* RENDER_THREAD;
class RenderThread : public GenericQueueThread<gpu::FramePointer> {
using Parent = GenericQueueThread<gpu::FramePointer>;
class RenderThread : public GenericThread {
using Parent = GenericThread;
public:
QOpenGLContextWrapper* _displayContext{ nullptr };
QSurface* _displaySurface{ nullptr };
@ -187,8 +187,15 @@ public:
std::shared_ptr<gpu::Backend> _backend;
std::vector<uint64_t> _frameTimes;
size_t _frameIndex;
std::mutex _frameLock;
std::queue<gpu::FramePointer> _pendingFrames;
gpu::FramePointer _activeFrame;
static const size_t FRAME_TIME_BUFFER_SIZE{ 8192 };
void submitFrame(const gpu::FramePointer& frame) {
std::unique_lock<std::mutex> lock(_frameLock);
_pendingFrames.push(frame);
}
void initialize(QOpenGLContextWrapper* displayContext, QWindow* surface) {
@ -203,6 +210,7 @@ public:
_displayContext->makeCurrent(_displaySurface);
DependencyManager::get<DeferredLightingEffect>()->init();
_displayContext->doneCurrent();
std::unique_lock<std::mutex> lock(_mutex);
Parent::initialize();
if (isThreaded()) {
_displayContext->moveToThread(thread());
@ -211,6 +219,11 @@ public:
void setup() override {
RENDER_THREAD = QThread::currentThread();
QThread::currentThread()->setPriority(QThread::HighestPriority);
// Wait until the context has been moved to this thread
{
std::unique_lock<std::mutex> lock(_mutex);
}
_displayContext->makeCurrent(_displaySurface);
glewExperimental = true;
glewInit();
@ -229,12 +242,21 @@ public:
//_textOverlay = new TextOverlay(glm::uvec2(800, 600));
glViewport(0, 0, 800, 600);
(void)CHECK_GL_ERROR();
_elapsed.start();
}
void shutdown() override {
_activeFrame.reset();
while (!_pendingFrames.empty()) {
_gpuContext->consumeFrameUpdates(_pendingFrames.front());
_pendingFrames.pop();
}
_presentPipeline.reset();
_gpuContext.reset();
if (isThreaded()) {
_displayContext->moveToThread(qApp->thread());
}
}
void renderFrame(gpu::FramePointer& frame) {
@ -256,9 +278,7 @@ public:
presentBatch.draw(gpu::TRIANGLE_STRIP, 4);
_gpuContext->executeBatch(presentBatch);
}
}
{
//_textOverlay->render();
(void)CHECK_GL_ERROR();
}
_displayContext->swapBuffers(_displaySurface);
_fpsCounter.increment();
@ -269,6 +289,8 @@ public:
_frameCount = 0;
_elapsed.restart();
}
(void)CHECK_GL_ERROR();
_displayContext->doneCurrent();
}
void report() {
@ -292,10 +314,30 @@ public:
}
}
bool processQueueItems(const Queue& items) override {
for (auto frame : items) {
bool process() override {
std::queue<gpu::FramePointer> pendingFrames;
{
std::unique_lock<std::mutex> lock(_frameLock);
pendingFrames.swap(_pendingFrames);
}
while (!pendingFrames.empty()) {
_activeFrame = pendingFrames.front();
if (_activeFrame) {
_gpuContext->consumeFrameUpdates(_activeFrame);
}
pendingFrames.pop();
}
if (!_activeFrame) {
QThread::msleep(1);
return true;
}
{
auto start = usecTimestampNow();
renderFrame(frame);
renderFrame(_activeFrame);
auto duration = usecTimestampNow() - start;
auto frameBufferIndex = _frameIndex % FRAME_TIME_BUFFER_SIZE;
_frameTimes[frameBufferIndex] = duration;
@ -416,6 +458,7 @@ public:
}
QTestWindow() {
installEventFilter(this);
_camera.movementSpeed = 50.0f;
QThreadPool::globalInstance()->setMaxThreadCount(2);
QThread::currentThread()->setPriority(QThread::HighestPriority);
@ -457,7 +500,7 @@ public:
_renderThread.initialize(&_context, this);
// FIXME use a wait condition
QThread::msleep(1000);
_renderThread.queueItem(gpu::FramePointer());
_renderThread.submitFrame(gpu::FramePointer());
_initContext.makeCurrent();
// Render engine init
_renderEngine->addJob<RenderShadowTask>("RenderShadowTask", _cullFunctor);
@ -479,7 +522,6 @@ public:
}
virtual ~QTestWindow() {
_renderThread.terminate();
getEntities()->shutdown(); // tell the entities system we're shutting down, so it will stop running scripts
_renderEngine.reset();
_main3DScene.reset();
@ -497,6 +539,15 @@ public:
}
protected:
bool eventFilter(QObject *obj, QEvent *event) override {
if (event->type() == QEvent::Close) {
_renderThread.terminate();
}
return QWindow::eventFilter(obj, event);
}
void keyPressEvent(QKeyEvent* event) override {
switch (event->key()) {
case Qt::Key_F1:
@ -742,7 +793,7 @@ private:
frame->framebufferRecycler = [](const gpu::FramebufferPointer& framebuffer){
DependencyManager::get<FramebufferCache>()->releaseFramebuffer(framebuffer);
};
_renderThread.queueItem(frame);
_renderThread.submitFrame(frame);
if (!_renderThread.isThreaded()) {
_renderThread.process();
}