Merge pull request #8322 from jherico/deferred_batches

Deferred batches
This commit is contained in:
Brad Hefta-Gaub 2016-07-26 21:43:53 -07:00 committed by GitHub
commit 17a5fa040d
10 changed files with 202 additions and 107 deletions

View file

@ -1689,6 +1689,17 @@ void Application::paintGL() {
renderArgs._context->syncCache();
}
auto framebufferCache = DependencyManager::get<FramebufferCache>();
// Final framebuffer that will be handled to the display-plugin
auto finalFramebuffer = framebufferCache->getFramebuffer();
_gpuContext->beginFrame(finalFramebuffer, getHMDSensorPose());
// Reset the gpu::Context Stages
// Back to the default framebuffer;
gpu::doInBatch(_gpuContext, [&](gpu::Batch& batch) {
batch.resetStages();
});
auto inputs = AvatarInputs::getInstance();
if (inputs->mirrorVisible()) {
PerformanceTimer perfTimer("Mirror");
@ -1711,10 +1722,6 @@ void Application::paintGL() {
QSize size = getDeviceSize();
renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
_applicationOverlay.renderOverlay(&renderArgs);
auto overlayTexture = _applicationOverlay.acquireOverlay();
if (overlayTexture) {
displayPlugin->submitOverlayTexture(overlayTexture);
}
}
glm::vec3 boomOffset;
@ -1816,12 +1823,8 @@ void Application::paintGL() {
getApplicationCompositor().setFrameInfo(_frameCount, _myCamera.getTransform());
// Primary rendering pass
auto framebufferCache = DependencyManager::get<FramebufferCache>();
const QSize size = framebufferCache->getFrameBufferSize();
// Final framebuffer that will be handled to the display-plugin
auto finalFramebuffer = framebufferCache->getFramebuffer();
{
PROFILE_RANGE(__FUNCTION__ "/mainRender");
PerformanceTimer perfTimer("mainRender");
@ -1880,6 +1883,13 @@ void Application::paintGL() {
renderArgs._context->enableStereo(false);
}
_gpuContext->endFrame();
gpu::TexturePointer overlayTexture = _applicationOverlay.acquireOverlay();
if (overlayTexture) {
displayPlugin->submitOverlayTexture(overlayTexture);
}
// deliver final composited scene to the display plugin
{
PROFILE_RANGE(__FUNCTION__ "/pluginOutput");
@ -1900,11 +1910,6 @@ void Application::paintGL() {
{
Stats::getInstance()->setRenderDetails(renderArgs._details);
// Reset the gpu::Context Stages
// Back to the default framebuffer;
gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
batch.resetStages();
});
}
uint64_t lastPaintDuration = usecTimestampNow() - lastPaintBegin;

View file

@ -46,6 +46,33 @@ Batch::Batch() {
_drawCallInfos.reserve(_drawCallInfosMax);
}
Batch::Batch(const Batch& batch_) {
Batch& batch = *const_cast<Batch*>(&batch_);
_commands.swap(batch._commands);
_commandOffsets.swap(batch._commandOffsets);
_params.swap(batch._params);
_data.swap(batch._data);
_invalidModel = batch._invalidModel;
_currentModel = batch._currentModel;
_objects.swap(batch._objects);
_currentNamedCall = batch._currentNamedCall;
_buffers._items.swap(batch._buffers._items);
_textures._items.swap(batch._textures._items);
_streamFormats._items.swap(batch._streamFormats._items);
_transforms._items.swap(batch._transforms._items);
_pipelines._items.swap(batch._pipelines._items);
_framebuffers._items.swap(batch._framebuffers._items);
_drawCallInfos.swap(batch._drawCallInfos);
_queries._items.swap(batch._queries._items);
_lambdas._items.swap(batch._lambdas._items);
_profileRanges._items.swap(batch._profileRanges._items);
_names._items.swap(batch._names._items);
_namedData.swap(batch._namedData);
_enableStereo = batch._enableStereo;
_enableSkybox = batch._enableSkybox;
}
Batch::~Batch() {
_commandsMax = std::max(_commands.size(), _commandsMax);
_commandOffsetsMax = std::max(_commandOffsets.size(), _commandOffsetsMax);

View file

@ -9,7 +9,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Context.h"
#include "Frame.h"
using namespace gpu;
Context::CreateBackend Context::_createBackendCallback = nullptr;
@ -20,6 +20,13 @@ Context::Context() {
if (_createBackendCallback) {
_backend.reset(_createBackendCallback());
}
_frameHandler = [this](Frame& frame){
for (size_t i = 0; i < frame.batches.size(); ++i) {
_backend->_stereo = frame.stereoStates[i];
_backend->render(frame.batches[i]);
}
};
}
Context::Context(const Context& context) {
@ -28,6 +35,43 @@ Context::Context(const Context& context) {
Context::~Context() {
}
void Context::setFrameHandler(FrameHandler handler) {
_frameHandler = handler;
}
#define DEFERRED_RENDERING
void Context::beginFrame(const FramebufferPointer& outputFramebuffer, const glm::mat4& renderPose) {
_currentFrame = Frame();
_currentFrame.framebuffer = outputFramebuffer;
_currentFrame.pose = renderPose;
_frameActive = true;
}
void Context::append(Batch& batch) {
if (!_frameActive) {
qWarning() << "Batch executed outside of frame boundaries";
}
#ifdef DEFERRED_RENDERING
_currentFrame.batches.emplace_back(batch);
_currentFrame.stereoStates.emplace_back(_stereo);
#else
_backend->_stereo = _stereo;
_backend->render(batch);
#endif
}
void Context::endFrame() {
#ifdef DEFERRED_RENDERING
if (_frameHandler) {
_frameHandler(_currentFrame);
}
#endif
_currentFrame = Frame();
_frameActive = false;
}
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
if (shader.isProgram() && _makeProgramCallback) {
return _makeProgramCallback(shader, bindings);
@ -35,36 +79,38 @@ bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
return false;
}
void Context::render(Batch& batch) {
PROFILE_RANGE(__FUNCTION__);
_backend->render(batch);
}
void Context::enableStereo(bool enable) {
_backend->enableStereo(enable);
_stereo._enable = enable;
}
bool Context::isStereo() {
return _backend->isStereo();
return _stereo._enable;
}
void Context::setStereoProjections(const mat4 eyeProjections[2]) {
_backend->setStereoProjections(eyeProjections);
for (int i = 0; i < 2; ++i) {
_stereo._eyeProjections[i] = eyeProjections[i];
}
}
void Context::setStereoViews(const mat4 eyeViews[2]) {
_backend->setStereoViews(eyeViews);
void Context::setStereoViews(const mat4 views[2]) {
for (int i = 0; i < 2; ++i) {
_stereo._eyeViews[i] = views[i];
}
}
void Context::getStereoProjections(mat4* eyeProjections) const {
_backend->getStereoProjections(eyeProjections);
for (int i = 0; i < 2; ++i) {
eyeProjections[i] = _stereo._eyeProjections[i];
}
}
void Context::getStereoViews(mat4* eyeViews) const {
_backend->getStereoViews(eyeViews);
for (int i = 0; i < 2; ++i) {
eyeViews[i] = _stereo._eyeViews[i];
}
}
void Context::syncCache() {
PROFILE_RANGE(__FUNCTION__);
_backend->syncCache();
@ -103,12 +149,12 @@ Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const S
if (!_stereo._skybox) {
offsetTransform.postTranslate(-Vec3(_stereo._eyeViews[eye][3]));
} else {
// FIXME: If "skybox" the ipd is set to 0 for now, let s try to propose a better solution for this in the future
// FIXME: If "skybox" the ipd is set to 0 for now, let s try to propose a better solution for this in the future
}
result._projection = _stereo._eyeProjections[eye];
result.recomputeDerived(offsetTransform);
result._stereoInfo = Vec4(1.0f, (float) eye, 0.0f, 0.0f);
result._stereoInfo = Vec4(1.0f, (float)eye, 0.0f, 0.0f);
return result;
}
@ -125,7 +171,7 @@ std::atomic<uint32_t> Context::_textureGPUTransferCount{ 0 };
void Context::incrementBufferGPUCount() {
_bufferGPUCount++;
}
void Context::decrementBufferGPUCount() {
void Context::decrementBufferGPUCount() {
_bufferGPUCount--;
}
void Context::updateBufferGPUMemoryUsage(Size prevObjectSize, Size newObjectSize) {

View file

@ -16,12 +16,13 @@
#include <GLMHelpers.h>
#include "Forward.h"
#include "Batch.h"
#include "Resource.h"
#include "Texture.h"
#include "Pipeline.h"
#include "Framebuffer.h"
#include "Frame.h"
class QImage;
@ -46,51 +47,11 @@ public:
ContextStats(const ContextStats& stats) = default;
};
struct StereoState {
bool _enable{ false };
bool _skybox{ false };
// 0 for left eye, 1 for right eye
uint8_t _pass{ 0 };
mat4 _eyeViews[2];
mat4 _eyeProjections[2];
};
class Backend {
public:
virtual~ Backend() {};
virtual void render(Batch& batch) = 0;
virtual void enableStereo(bool enable) {
_stereo._enable = enable;
}
virtual bool isStereo() {
return _stereo._enable;
}
void setStereoProjections(const mat4 eyeProjections[2]) {
for (int i = 0; i < 2; ++i) {
_stereo._eyeProjections[i] = eyeProjections[i];
}
}
void setStereoViews(const mat4 views[2]) {
for (int i = 0; i < 2; ++i) {
_stereo._eyeViews[i] = views[i];
}
}
void getStereoProjections(mat4* eyeProjections) const {
for (int i = 0; i < 2; ++i) {
eyeProjections[i] = _stereo._eyeProjections[i];
}
}
void getStereoViews(mat4* eyeViews) const {
for (int i = 0; i < 2; ++i) {
eyeViews[i] = _stereo._eyeViews[i];
}
}
virtual void syncCache() = 0;
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
@ -137,8 +98,25 @@ public:
static void decrementTextureGPUTransferCount();
protected:
StereoState _stereo;
virtual bool isStereo() {
return _stereo._enable;
}
void getStereoProjections(mat4* eyeProjections) const {
for (int i = 0; i < 2; ++i) {
eyeProjections[i] = _stereo._eyeProjections[i];
}
}
void getStereoViews(mat4* eyeViews) const {
for (int i = 0; i < 2; ++i) {
eyeViews[i] = _stereo._eyeViews[i];
}
}
friend class Context;
ContextStats _stats;
StereoState _stereo;
};
class Context {
@ -161,7 +139,10 @@ public:
Context();
~Context();
void render(Batch& batch);
void setFrameHandler(FrameHandler handler);
void beginFrame(const FramebufferPointer& outputFramebuffer, const glm::mat4& renderPose = glm::mat4());
void append(Batch& batch);
void endFrame();
void enableStereo(bool enable = true);
bool isStereo();
@ -191,6 +172,10 @@ protected:
Context(const Context& context);
std::unique_ptr<Backend> _backend;
bool _frameActive { false };
Frame _currentFrame;
FrameHandler _frameHandler;
StereoState _stereo;
// This function can only be called by "static Shader::makeProgram()"
// makeProgramShader(...) make a program shader ready to be used in a Batch.
@ -234,7 +219,7 @@ template<typename F>
void doInBatch(std::shared_ptr<gpu::Context> context, F f) {
gpu::Batch batch;
f(batch);
context->render(batch);
context->append(batch);
}
};

View file

@ -12,6 +12,7 @@
#include <stdint.h>
#include <memory>
#include <vector>
#include <functional>
#include <glm/glm.hpp>
@ -21,6 +22,9 @@ namespace gpu {
class Context;
using ContextPointer = std::shared_ptr<Context>;
class GPUObject;
class Frame;
using FramePointer = std::shared_ptr<Frame>;
using FrameHandler = std::function<void(Frame& frame)>;
using Stamp = int;
using uint32 = uint32_t;
@ -82,6 +86,15 @@ namespace gpu {
class TextureView;
using TextureViews = std::vector<TextureView>;
struct StereoState {
bool _enable{ false };
bool _skybox{ false };
// 0 for left eye, 1 for right eye
uint8 _pass{ 0 };
Mat4 _eyeViews[2];
Mat4 _eyeProjections[2];
};
namespace gl {
class GLBuffer;
}

View file

@ -0,0 +1,29 @@
//
// Created by Bradley Austin Davis on 2016/07/26
// Copyright 2013-2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_gpu_Frame_h
#define hifi_gpu_Frame_h
#include "Forward.h"
namespace gpu {
class Frame {
public:
/// The sensor pose used for rendering the frame, only applicable for HMDs
glm::mat4 pose;
/// The collection of batches which make up the frame
std::vector<Batch> batches;
std::vector<StereoState> stereoStates;
/// The destination framebuffer in which the results will be placed
FramebufferPointer framebuffer;
};
};
#endif

View file

@ -11,34 +11,25 @@
#include "FramebufferCache.h"
#include <mutex>
#include <glm/glm.hpp>
#include <gpu/Format.h>
#include <gpu/Framebuffer.h>
#include <QMap>
#include <QQueue>
#include <gpu/Batch.h>
#include "RenderUtilsLogging.h"
static QQueue<gpu::FramebufferPointer> _cachedFramebuffers;
FramebufferCache::FramebufferCache() {
}
FramebufferCache::~FramebufferCache() {
_cachedFramebuffers.clear();
}
void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
//If the size changed, we need to delete our FBOs
if (_frameBufferSize != frameBufferSize) {
_frameBufferSize = frameBufferSize;
_selfieFramebuffer.reset();
_cachedFramebuffers.clear();
_occlusionFramebuffer.reset();
_occlusionTexture.reset();
_occlusionBlurredFramebuffer.reset();
_occlusionBlurredTexture.reset();
{
std::unique_lock<std::mutex> lock(_mutex);
_cachedFramebuffers.clear();
}
}
}
@ -55,8 +46,6 @@ void FramebufferCache::createPrimaryFramebuffer() {
auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
resizeAmbientOcclusionBuffers();
}
@ -87,7 +76,8 @@ void FramebufferCache::resizeAmbientOcclusionBuffers() {
gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
if (_cachedFramebuffers.isEmpty()) {
std::unique_lock<std::mutex> lock(_mutex);
if (_cachedFramebuffers.empty()) {
_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_SRGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
}
gpu::FramebufferPointer result = _cachedFramebuffers.front();
@ -96,6 +86,7 @@ gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
}
void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
std::unique_lock<std::mutex> lock(_mutex);
if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) {
_cachedFramebuffers.push_back(framebuffer);
}

View file

@ -11,13 +11,10 @@
#include <QSize>
#include <gpu/Framebuffer.h>
#include <mutex>
#include <gpu/Forward.h>
#include <DependencyManager.h>
namespace gpu {
class Batch;
}
/// Stores cached textures, including render-to-texture targets.
class FramebufferCache : public Dependency {
SINGLETON_DEPENDENCY
@ -47,9 +44,6 @@ public:
void releaseFramebuffer(const gpu::FramebufferPointer& framebuffer);
private:
FramebufferCache();
virtual ~FramebufferCache();
void createPrimaryFramebuffer();
gpu::FramebufferPointer _shadowFramebuffer;
@ -65,6 +59,9 @@ private:
QSize _frameBufferSize{ 100, 100 };
int _AOResolutionLevel = 1; // AO perform at half res
std::mutex _mutex;
std::list<gpu::FramebufferPointer> _cachedFramebuffers;
// Resize/reallocate the buffers used for AO
// the size of the AO buffers is scaled by the AOResolutionScale;
void resizeAmbientOcclusionBuffers();

View file

@ -347,10 +347,10 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
// Needs to be distinct from the other batch because using the clear call
// while stereo is enabled triggers a warning
if (_opaquePass) {
gpu::Batch batch;
batch.enableStereo(false);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
args->_context->render(batch);
gpu::doInBatch(args->_context, [&](gpu::Batch& batch){
batch.enableStereo(false);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
});
}
// Render the items

View file

@ -403,7 +403,12 @@ private:
renderArgs._blitFramebuffer = finalFramebuffer;
}
_gpuContext->beginFrame(renderArgs._blitFramebuffer);
gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
batch.resetStages();
});
render(&renderArgs);
_gpuContext->endFrame();
GLuint glTex;
{
auto gpuTex = renderArgs._blitFramebuffer->getRenderBuffer(0);
@ -428,9 +433,6 @@ private:
_offscreenContext->makeCurrent();
framebufferCache->releaseFramebuffer(renderArgs._blitFramebuffer);
renderArgs._blitFramebuffer.reset();
gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
batch.resetStages();
});
_fpsCounter.increment();
static size_t _frameCount { 0 };
++_frameCount;