Merge pull request #7816 from zzmp/perf/idle-event

Drive render loop from DisplayPlugin instead of busy wait
This commit is contained in:
Brad Davis 2016-05-17 09:36:09 -07:00
commit 34e574c148
4 changed files with 107 additions and 91 deletions

View file

@ -349,19 +349,14 @@ public:
};
#endif
enum CustomEventTypes {
Lambda = QEvent::User + 1,
Paint = Lambda + 1,
};
class LambdaEvent : public QEvent {
std::function<void()> _fun;
public:
LambdaEvent(const std::function<void()> & fun) :
QEvent(static_cast<QEvent::Type>(Lambda)), _fun(fun) {
QEvent(static_cast<QEvent::Type>(Application::Lambda)), _fun(fun) {
}
LambdaEvent(std::function<void()> && fun) :
QEvent(static_cast<QEvent::Type>(Lambda)), _fun(fun) {
QEvent(static_cast<QEvent::Type>(Application::Lambda)), _fun(fun) {
}
void call() const { _fun(); }
};
@ -1057,18 +1052,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
connect(this, &Application::applicationStateChanged, this, &Application::activeChanged);
qCDebug(interfaceapp, "Startup time: %4.2f seconds.", (double)startupTimer.elapsed() / 1000.0);
_idleTimer = new QTimer(this);
connect(_idleTimer, &QTimer::timeout, [=] {
idle(usecTimestampNow());
});
connect(this, &Application::beforeAboutToQuit, [=] {
disconnect(_idleTimer);
});
// Setting the interval to zero forces this to get called whenever there are no messages
// in the queue, which can be pretty damn frequent. Hence the idle function has a bunch
// of logic to abort early if it's being called too often.
_idleTimer->start(0);
// After all of the constructor is completed, then set firstRun to false.
Setting::Handle<bool> firstRun{ Settings::firstRun, true };
firstRun.set(false);
@ -1441,23 +1424,15 @@ void Application::initializeUi() {
});
}
void Application::paintGL() {
updateHeartbeat();
// Some plugins process message events, potentially leading to
// re-entering a paint event. don't allow further processing if this
// happens
if (_inPaint) {
// Some plugins process message events, allowing paintGL to be called reentrantly.
if (_inPaint || _aboutToQuit) {
return;
}
_inPaint = true;
Finally clearFlagLambda([this] { _inPaint = false; });
// paintGL uses a queued connection, so we can get messages from the queue even after we've quit
// and the plugins have shutdown
if (_aboutToQuit) {
return;
}
_inPaint = true;
Finally clearFlag([this] { _inPaint = false; });
_frameCount++;
_frameCounter.increment();
@ -1815,13 +1790,30 @@ bool Application::event(QEvent* event) {
return false;
}
if ((int)event->type() == (int)Lambda) {
static_cast<LambdaEvent*>(event)->call();
static bool justPresented = false;
if ((int)event->type() == (int)Present) {
if (justPresented) {
justPresented = false;
// If presentation is hogging the main thread, repost as low priority to avoid hanging the GUI.
// This has the effect of allowing presentation to exceed the paint budget by X times and
// only dropping every (1/X) frames, instead of every ceil(X) frames.
// (e.g. at a 60FPS target, painting for 17us would fall to 58.82FPS instead of 30FPS).
removePostedEvents(this, Present);
postEvent(this, new QEvent(static_cast<QEvent::Type>(Present)), Qt::LowEventPriority);
return true;
}
idle();
return true;
} else if ((int)event->type() == (int)Paint) {
justPresented = true;
paintGL();
return true;
}
if ((int)event->type() == (int)Paint) {
paintGL();
if ((int)event->type() == (int)Lambda) {
static_cast<LambdaEvent*>(event)->call();
return true;
}
@ -2599,72 +2591,63 @@ bool Application::acceptSnapshot(const QString& urlString) {
static uint32_t _renderedFrameIndex { INVALID_FRAME };
void Application::idle(uint64_t now) {
// NOTICE NOTICE NOTICE NOTICE
// Do not insert new code between here and the PROFILE_RANGE declaration
// unless you know exactly what you're doing. This idle function can be
// called thousands per second or more, so any additional work that's done
// here will have a serious impact on CPU usage. Only add code after all
// the thottling logic, i.e. after PROFILE_RANGE
// NOTICE NOTICE NOTICE NOTICE
updateHeartbeat();
if (_aboutToQuit || _inPaint) {
return; // bail early, nothing to do here.
}
auto displayPlugin = getActiveDisplayPlugin();
// depending on whether we're throttling or not.
// Once rendering is off on another thread we should be able to have Application::idle run at start(0) in
// perpetuity and not expect events to get backed up.
bool isThrottled = displayPlugin->isThrottled();
// Only run simulation code if more than the targetFramePeriod have passed since last time we ran
// This attempts to lock the simulation at 60 updates per second, regardless of framerate
float timeSinceLastUpdateUs = (float)_lastTimeUpdated.nsecsElapsed() / NSECS_PER_USEC;
float secondsSinceLastUpdate = timeSinceLastUpdateUs / USECS_PER_SECOND;
if (isThrottled && (timeSinceLastUpdateUs / USECS_PER_MSEC) < THROTTLED_SIM_FRAME_PERIOD_MS) {
// Throttling both rendering and idle
return; // bail early, we're throttled and not enough time has elapsed
}
auto presentCount = displayPlugin->presentCount();
if (presentCount < _renderedFrameIndex) {
_renderedFrameIndex = INVALID_FRAME;
}
// Don't saturate the main thread with rendering and simulation,
// unless display plugin has increased by at least one frame
if (_renderedFrameIndex == INVALID_FRAME || presentCount > _renderedFrameIndex) {
// Record what present frame we're on
_renderedFrameIndex = presentCount;
// request a paint, get to it as soon as possible: high priority
postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
} else {
// there's no use in simulating or rendering faster then the present rate.
void Application::idle() {
// idle is called on a queued connection, so make sure we should be here.
if (_inPaint || _aboutToQuit) {
return;
}
// NOTICE NOTICE NOTICE NOTICE
// do NOT add new code above this line unless you want it to be executed potentially
// thousands of times per second
// NOTICE NOTICE NOTICE NOTICE
auto displayPlugin = getActiveDisplayPlugin();
PROFILE_RANGE(__FUNCTION__);
#ifdef DEBUG_PAINT_DELAY
static uint64_t paintDelaySamples{ 0 };
static uint64_t paintDelayUsecs{ 0 };
paintDelayUsecs += displayPlugin->getPaintDelayUsecs();
static const int PAINT_DELAY_THROTTLE = 1000;
if (++paintDelaySamples % PAINT_DELAY_THROTTLE == 0) {
qCDebug(interfaceapp).nospace() <<
"Paint delay (" << paintDelaySamples << " samples): " <<
(float)paintDelaySamples / paintDelayUsecs << "us";
}
#endif
float msecondsSinceLastUpdate = (float)_lastTimeUpdated.nsecsElapsed() / NSECS_PER_USEC / USECS_PER_MSEC;
// Throttle if requested
if (displayPlugin->isThrottled() && (msecondsSinceLastUpdate < THROTTLED_SIM_FRAME_PERIOD_MS)) {
return;
}
// Sync up the _renderedFrameIndex
_renderedFrameIndex = displayPlugin->presentCount();
// Request a paint ASAP
postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority + 1);
// Update the deadlock watchdog
updateHeartbeat();
auto offscreenUi = DependencyManager::get<OffscreenUi>();
// These tasks need to be done on our first idle, because we don't want the showing of
// overlay subwindows to do a showDesktop() until after the first time through
static bool firstIdle = true;
if (firstIdle) {
firstIdle = false;
auto offscreenUi = DependencyManager::get<OffscreenUi>();
connect(offscreenUi.data(), &OffscreenUi::showDesktop, this, &Application::showDesktop);
_overlayConductor.setEnabled(Menu::getInstance()->isOptionChecked(MenuOption::Overlays));
} else {
// FIXME: AvatarInputs are positioned incorrectly if instantiated before the first paint
AvatarInputs::getInstance()->update();
}
PROFILE_RANGE(__FUNCTION__);
float secondsSinceLastUpdate = msecondsSinceLastUpdate / MSECS_PER_SECOND;
// If the offscreen Ui has something active that is NOT the root, then assume it has keyboard focus.
auto offscreenUi = DependencyManager::get<OffscreenUi>();
if (_keyboardDeviceHasFocus && offscreenUi && offscreenUi->getWindow()->activeFocusItem() != offscreenUi->getRootItem()) {
_keyboardMouseDevice->pluginFocusOutEvent();
_keyboardDeviceHasFocus = false;
@ -2680,7 +2663,6 @@ void Application::idle(uint64_t now) {
checkChangeCursor();
Stats::getInstance()->updateStats();
AvatarInputs::getInstance()->update();
_simCounter.increment();

View file

@ -33,6 +33,7 @@
#include <PhysicalEntitySimulation.h>
#include <PhysicsEngine.h>
#include <plugins/Forward.h>
#include <plugins/DisplayPlugin.h>
#include <ScriptEngine.h>
#include <ShapeManager.h>
#include <SimpleMovingAverage.h>
@ -93,6 +94,12 @@ class Application : public QApplication, public AbstractViewStateInterface, publ
friend class PluginContainerProxy;
public:
enum Event {
Present = DisplayPlugin::Present,
Paint = Present + 1,
Lambda = Paint + 1
};
// FIXME? Empty methods, do we still need them?
static void initPlugins();
static void shutdownPlugins();
@ -281,7 +288,6 @@ public slots:
private slots:
void showDesktop();
void clearDomainOctreeDetails();
void idle(uint64_t now);
void aboutToQuit();
void resettingDomain();
@ -320,6 +326,7 @@ private:
void cleanupBeforeQuit();
void idle();
void update(float deltaTime);
// Various helper functions called during update()
@ -497,7 +504,6 @@ private:
int _avatarAttachmentRequest = 0;
bool _settingsLoaded { false };
QTimer* _idleTimer { nullptr };
bool _fakedMouseEvent { false };

View file

@ -1,5 +1,6 @@
#include "DisplayPlugin.h"
#include <NumericalConstants.h>
#include <ui/Menu.h>
#include "PluginContainer.h"
@ -23,4 +24,22 @@ void DisplayPlugin::deactivate() {
Parent::deactivate();
}
int64_t DisplayPlugin::getPaintDelayUsecs() const {
std::lock_guard<std::mutex> lock(_paintDelayMutex);
return _paintDelayTimer.isValid() ? _paintDelayTimer.nsecsElapsed() / NSECS_PER_USEC : 0;
}
void DisplayPlugin::incrementPresentCount() {
#ifdef DEBUG_PAINT_DELAY
// Avoid overhead if we are not debugging
{
std::lock_guard<std::mutex> lock(_paintDelayMutex);
_paintDelayTimer.start();
}
#endif
++_presentedFrameIndex;
// Alert the app that it needs to paint a new presentation frame
qApp->postEvent(qApp, new QEvent(static_cast<QEvent::Type>(Present)), Qt::HighEventPriority);
}

View file

@ -15,6 +15,7 @@
#include <QtCore/QSize>
#include <QtCore/QPoint>
#include <QtCore/QElapsedTimer>
class QImage;
#include <GLMHelpers.h>
@ -59,6 +60,10 @@ class DisplayPlugin : public Plugin {
Q_OBJECT
using Parent = Plugin;
public:
enum Event {
Present = QEvent::User + 1
};
bool activate() override;
void deactivate() override;
virtual bool isHmd() const { return false; }
@ -156,6 +161,8 @@ public:
// Rate at which rendered frames are being skipped
virtual float droppedFrameRate() const { return -1.0f; }
uint32_t presentCount() const { return _presentedFrameIndex; }
// Time since last call to incrementPresentCount (only valid if DEBUG_PAINT_DELAY is defined)
int64_t getPaintDelayUsecs() const;
virtual void cycleDebugOutput() {}
@ -165,9 +172,11 @@ signals:
void recommendedFramebufferSizeChanged(const QSize & size);
protected:
void incrementPresentCount() { ++_presentedFrameIndex; }
void incrementPresentCount();
private:
std::atomic<uint32_t> _presentedFrameIndex;
mutable std::mutex _paintDelayMutex;
QElapsedTimer _paintDelayTimer;
};