put more of Application::update() under time measurement

This commit is contained in:
Andrew Meadows 2017-10-03 10:34:12 -07:00
parent 773c48bbc9
commit cd4be1473f

View file

@ -4843,11 +4843,6 @@ void Application::update(float deltaTime) {
PROFILE_RANGE_EX(app, __FUNCTION__, 0xffff0000, (uint64_t)_renderFrameCount + 1);
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::update()");
updateLOD(deltaTime);
if (!_physicsEnabled) {
if (!domainLoadingInProgress) {
PROFILE_ASYNC_BEGIN(app, "Scene Loading", "");
@ -4877,6 +4872,7 @@ void Application::update(float deltaTime) {
PROFILE_ASYNC_END(app, "Scene Loading", "");
}
auto myAvatar = getMyAvatar();
{
PerformanceTimer perfTimer("devices");
@ -4910,129 +4906,127 @@ void Application::update(float deltaTime) {
_lastFaceTrackerUpdate = 0;
}
}
auto userInputMapper = DependencyManager::get<UserInputMapper>();
auto myAvatar = getMyAvatar();
auto userInputMapper = DependencyManager::get<UserInputMapper>();
controller::InputCalibrationData calibrationData = {
myAvatar->getSensorToWorldMatrix(),
createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition()),
myAvatar->getHMDSensorMatrix(),
myAvatar->getCenterEyeCalibrationMat(),
myAvatar->getHeadCalibrationMat(),
myAvatar->getSpine2CalibrationMat(),
myAvatar->getHipsCalibrationMat(),
myAvatar->getLeftFootCalibrationMat(),
myAvatar->getRightFootCalibrationMat(),
myAvatar->getRightArmCalibrationMat(),
myAvatar->getLeftArmCalibrationMat(),
myAvatar->getRightHandCalibrationMat(),
myAvatar->getLeftHandCalibrationMat()
};
controller::InputCalibrationData calibrationData = {
myAvatar->getSensorToWorldMatrix(),
createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition()),
myAvatar->getHMDSensorMatrix(),
myAvatar->getCenterEyeCalibrationMat(),
myAvatar->getHeadCalibrationMat(),
myAvatar->getSpine2CalibrationMat(),
myAvatar->getHipsCalibrationMat(),
myAvatar->getLeftFootCalibrationMat(),
myAvatar->getRightFootCalibrationMat(),
myAvatar->getRightArmCalibrationMat(),
myAvatar->getLeftArmCalibrationMat(),
myAvatar->getRightHandCalibrationMat(),
myAvatar->getLeftHandCalibrationMat()
};
InputPluginPointer keyboardMousePlugin;
for (auto inputPlugin : PluginManager::getInstance()->getInputPlugins()) {
if (inputPlugin->getName() == KeyboardMouseDevice::NAME) {
keyboardMousePlugin = inputPlugin;
} else if (inputPlugin->isActive()) {
inputPlugin->pluginUpdate(deltaTime, calibrationData);
}
}
userInputMapper->setInputCalibrationData(calibrationData);
userInputMapper->update(deltaTime);
if (keyboardMousePlugin && keyboardMousePlugin->isActive()) {
keyboardMousePlugin->pluginUpdate(deltaTime, calibrationData);
}
// Transfer the user inputs to the driveKeys
// FIXME can we drop drive keys and just have the avatar read the action states directly?
myAvatar->clearDriveKeys();
if (_myCamera.getMode() != CAMERA_MODE_INDEPENDENT) {
if (!_controllerScriptingInterface->areActionsCaptured()) {
myAvatar->setDriveKey(MyAvatar::TRANSLATE_Z, -1.0f * userInputMapper->getActionState(controller::Action::TRANSLATE_Z));
myAvatar->setDriveKey(MyAvatar::TRANSLATE_Y, userInputMapper->getActionState(controller::Action::TRANSLATE_Y));
myAvatar->setDriveKey(MyAvatar::TRANSLATE_X, userInputMapper->getActionState(controller::Action::TRANSLATE_X));
if (deltaTime > FLT_EPSILON) {
myAvatar->setDriveKey(MyAvatar::PITCH, -1.0f * userInputMapper->getActionState(controller::Action::PITCH));
myAvatar->setDriveKey(MyAvatar::YAW, -1.0f * userInputMapper->getActionState(controller::Action::YAW));
myAvatar->setDriveKey(MyAvatar::STEP_YAW, -1.0f * userInputMapper->getActionState(controller::Action::STEP_YAW));
InputPluginPointer keyboardMousePlugin;
for (auto inputPlugin : PluginManager::getInstance()->getInputPlugins()) {
if (inputPlugin->getName() == KeyboardMouseDevice::NAME) {
keyboardMousePlugin = inputPlugin;
} else if (inputPlugin->isActive()) {
inputPlugin->pluginUpdate(deltaTime, calibrationData);
}
}
myAvatar->setDriveKey(MyAvatar::ZOOM, userInputMapper->getActionState(controller::Action::TRANSLATE_CAMERA_Z));
}
static const std::vector<controller::Action> avatarControllerActions = {
controller::Action::LEFT_HAND,
controller::Action::RIGHT_HAND,
controller::Action::LEFT_FOOT,
controller::Action::RIGHT_FOOT,
controller::Action::HIPS,
controller::Action::SPINE2,
controller::Action::HEAD,
controller::Action::LEFT_HAND_THUMB1,
controller::Action::LEFT_HAND_THUMB2,
controller::Action::LEFT_HAND_THUMB3,
controller::Action::LEFT_HAND_THUMB4,
controller::Action::LEFT_HAND_INDEX1,
controller::Action::LEFT_HAND_INDEX2,
controller::Action::LEFT_HAND_INDEX3,
controller::Action::LEFT_HAND_INDEX4,
controller::Action::LEFT_HAND_MIDDLE1,
controller::Action::LEFT_HAND_MIDDLE2,
controller::Action::LEFT_HAND_MIDDLE3,
controller::Action::LEFT_HAND_MIDDLE4,
controller::Action::LEFT_HAND_RING1,
controller::Action::LEFT_HAND_RING2,
controller::Action::LEFT_HAND_RING3,
controller::Action::LEFT_HAND_RING4,
controller::Action::LEFT_HAND_PINKY1,
controller::Action::LEFT_HAND_PINKY2,
controller::Action::LEFT_HAND_PINKY3,
controller::Action::LEFT_HAND_PINKY4,
controller::Action::RIGHT_HAND_THUMB1,
controller::Action::RIGHT_HAND_THUMB2,
controller::Action::RIGHT_HAND_THUMB3,
controller::Action::RIGHT_HAND_THUMB4,
controller::Action::RIGHT_HAND_INDEX1,
controller::Action::RIGHT_HAND_INDEX2,
controller::Action::RIGHT_HAND_INDEX3,
controller::Action::RIGHT_HAND_INDEX4,
controller::Action::RIGHT_HAND_MIDDLE1,
controller::Action::RIGHT_HAND_MIDDLE2,
controller::Action::RIGHT_HAND_MIDDLE3,
controller::Action::RIGHT_HAND_MIDDLE4,
controller::Action::RIGHT_HAND_RING1,
controller::Action::RIGHT_HAND_RING2,
controller::Action::RIGHT_HAND_RING3,
controller::Action::RIGHT_HAND_RING4,
controller::Action::RIGHT_HAND_PINKY1,
controller::Action::RIGHT_HAND_PINKY2,
controller::Action::RIGHT_HAND_PINKY3,
controller::Action::RIGHT_HAND_PINKY4,
controller::Action::LEFT_ARM,
controller::Action::RIGHT_ARM,
controller::Action::LEFT_SHOULDER,
controller::Action::RIGHT_SHOULDER,
controller::Action::LEFT_FORE_ARM,
controller::Action::RIGHT_FORE_ARM,
controller::Action::LEFT_LEG,
controller::Action::RIGHT_LEG,
controller::Action::LEFT_UP_LEG,
controller::Action::RIGHT_UP_LEG,
controller::Action::LEFT_TOE_BASE,
controller::Action::RIGHT_TOE_BASE
};
userInputMapper->setInputCalibrationData(calibrationData);
userInputMapper->update(deltaTime);
// copy controller poses from userInputMapper to myAvatar.
glm::mat4 myAvatarMatrix = createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition());
glm::mat4 worldToSensorMatrix = glm::inverse(myAvatar->getSensorToWorldMatrix());
glm::mat4 avatarToSensorMatrix = worldToSensorMatrix * myAvatarMatrix;
for (auto& action : avatarControllerActions) {
controller::Pose pose = userInputMapper->getPoseState(action);
myAvatar->setControllerPoseInSensorFrame(action, pose.transform(avatarToSensorMatrix));
if (keyboardMousePlugin && keyboardMousePlugin->isActive()) {
keyboardMousePlugin->pluginUpdate(deltaTime, calibrationData);
}
// Transfer the user inputs to the driveKeys
// FIXME can we drop drive keys and just have the avatar read the action states directly?
myAvatar->clearDriveKeys();
if (_myCamera.getMode() != CAMERA_MODE_INDEPENDENT) {
if (!_controllerScriptingInterface->areActionsCaptured()) {
myAvatar->setDriveKey(MyAvatar::TRANSLATE_Z, -1.0f * userInputMapper->getActionState(controller::Action::TRANSLATE_Z));
myAvatar->setDriveKey(MyAvatar::TRANSLATE_Y, userInputMapper->getActionState(controller::Action::TRANSLATE_Y));
myAvatar->setDriveKey(MyAvatar::TRANSLATE_X, userInputMapper->getActionState(controller::Action::TRANSLATE_X));
if (deltaTime > FLT_EPSILON) {
myAvatar->setDriveKey(MyAvatar::PITCH, -1.0f * userInputMapper->getActionState(controller::Action::PITCH));
myAvatar->setDriveKey(MyAvatar::YAW, -1.0f * userInputMapper->getActionState(controller::Action::YAW));
myAvatar->setDriveKey(MyAvatar::STEP_YAW, -1.0f * userInputMapper->getActionState(controller::Action::STEP_YAW));
}
}
myAvatar->setDriveKey(MyAvatar::ZOOM, userInputMapper->getActionState(controller::Action::TRANSLATE_CAMERA_Z));
}
static const std::vector<controller::Action> avatarControllerActions = {
controller::Action::LEFT_HAND,
controller::Action::RIGHT_HAND,
controller::Action::LEFT_FOOT,
controller::Action::RIGHT_FOOT,
controller::Action::HIPS,
controller::Action::SPINE2,
controller::Action::HEAD,
controller::Action::LEFT_HAND_THUMB1,
controller::Action::LEFT_HAND_THUMB2,
controller::Action::LEFT_HAND_THUMB3,
controller::Action::LEFT_HAND_THUMB4,
controller::Action::LEFT_HAND_INDEX1,
controller::Action::LEFT_HAND_INDEX2,
controller::Action::LEFT_HAND_INDEX3,
controller::Action::LEFT_HAND_INDEX4,
controller::Action::LEFT_HAND_MIDDLE1,
controller::Action::LEFT_HAND_MIDDLE2,
controller::Action::LEFT_HAND_MIDDLE3,
controller::Action::LEFT_HAND_MIDDLE4,
controller::Action::LEFT_HAND_RING1,
controller::Action::LEFT_HAND_RING2,
controller::Action::LEFT_HAND_RING3,
controller::Action::LEFT_HAND_RING4,
controller::Action::LEFT_HAND_PINKY1,
controller::Action::LEFT_HAND_PINKY2,
controller::Action::LEFT_HAND_PINKY3,
controller::Action::LEFT_HAND_PINKY4,
controller::Action::RIGHT_HAND_THUMB1,
controller::Action::RIGHT_HAND_THUMB2,
controller::Action::RIGHT_HAND_THUMB3,
controller::Action::RIGHT_HAND_THUMB4,
controller::Action::RIGHT_HAND_INDEX1,
controller::Action::RIGHT_HAND_INDEX2,
controller::Action::RIGHT_HAND_INDEX3,
controller::Action::RIGHT_HAND_INDEX4,
controller::Action::RIGHT_HAND_MIDDLE1,
controller::Action::RIGHT_HAND_MIDDLE2,
controller::Action::RIGHT_HAND_MIDDLE3,
controller::Action::RIGHT_HAND_MIDDLE4,
controller::Action::RIGHT_HAND_RING1,
controller::Action::RIGHT_HAND_RING2,
controller::Action::RIGHT_HAND_RING3,
controller::Action::RIGHT_HAND_RING4,
controller::Action::RIGHT_HAND_PINKY1,
controller::Action::RIGHT_HAND_PINKY2,
controller::Action::RIGHT_HAND_PINKY3,
controller::Action::RIGHT_HAND_PINKY4,
controller::Action::LEFT_ARM,
controller::Action::RIGHT_ARM,
controller::Action::LEFT_SHOULDER,
controller::Action::RIGHT_SHOULDER,
controller::Action::LEFT_FORE_ARM,
controller::Action::RIGHT_FORE_ARM,
controller::Action::LEFT_LEG,
controller::Action::RIGHT_LEG,
controller::Action::LEFT_UP_LEG,
controller::Action::RIGHT_UP_LEG,
controller::Action::LEFT_TOE_BASE,
controller::Action::RIGHT_TOE_BASE
};
// copy controller poses from userInputMapper to myAvatar.
glm::mat4 myAvatarMatrix = createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition());
glm::mat4 worldToSensorMatrix = glm::inverse(myAvatar->getSensorToWorldMatrix());
glm::mat4 avatarToSensorMatrix = worldToSensorMatrix * myAvatarMatrix;
for (auto& action : avatarControllerActions) {
controller::Pose pose = userInputMapper->getPoseState(action);
myAvatar->setControllerPoseInSensorFrame(action, pose.transform(avatarToSensorMatrix));
}
}
updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
@ -5040,97 +5034,97 @@ void Application::update(float deltaTime) {
QSharedPointer<AvatarManager> avatarManager = DependencyManager::get<AvatarManager>();
if (_physicsEnabled) {
{
PROFILE_RANGE_EX(simulation_physics, "Physics", 0xffff0000, (uint64_t)getActiveDisplayPlugin()->presentCount());
PerformanceTimer perfTimer("physics");
if (_physicsEnabled) {
{
PROFILE_RANGE_EX(simulation_physics, "UpdateStates", 0xffffff00, (uint64_t)getActiveDisplayPlugin()->presentCount());
{
PROFILE_RANGE_EX(simulation_physics, "UpdateStates", 0xffffff00, (uint64_t)getActiveDisplayPlugin()->presentCount());
PerformanceTimer perfTimer("updateStates)");
static VectorOfMotionStates motionStates;
_entitySimulation->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
_entitySimulation->deleteObjectsRemovedFromPhysics();
PerformanceTimer perfTimer("updateStates)");
static VectorOfMotionStates motionStates;
_entitySimulation->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
_entitySimulation->deleteObjectsRemovedFromPhysics();
getEntities()->getTree()->withReadLock([&] {
_entitySimulation->getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
getEntities()->getTree()->withReadLock([&] {
_entitySimulation->getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
});
getEntities()->getTree()->withReadLock([&] {
_entitySimulation->getObjectsToChange(motionStates);
VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
_entitySimulation->setObjectsToChange(stillNeedChange);
});
_entitySimulation->applyDynamicChanges();
avatarManager->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
avatarManager->getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
avatarManager->getObjectsToChange(motionStates);
_physicsEngine->changeObjects(motionStates);
myAvatar->prepareForPhysicsSimulation();
_physicsEngine->forEachDynamic([&](EntityDynamicPointer dynamic) {
dynamic->prepareForPhysicsSimulation();
});
}
{
PROFILE_RANGE_EX(simulation_physics, "StepSimulation", 0xffff8000, (uint64_t)getActiveDisplayPlugin()->presentCount());
PerformanceTimer perfTimer("stepSimulation");
getEntities()->getTree()->withWriteLock([&] {
_physicsEngine->stepSimulation();
});
}
{
PROFILE_RANGE_EX(simulation_physics, "HarvestChanges", 0xffffff00, (uint64_t)getActiveDisplayPlugin()->presentCount());
PerformanceTimer perfTimer("harvestChanges");
if (_physicsEngine->hasOutgoingChanges()) {
// grab the collision events BEFORE handleOutgoingChanges() because at this point
// we have a better idea of which objects we own or should own.
auto& collisionEvents = _physicsEngine->getCollisionEvents();
getEntities()->getTree()->withWriteLock([&] {
PerformanceTimer perfTimer("handleOutgoingChanges");
const VectorOfMotionStates& outgoingChanges = _physicsEngine->getChangedMotionStates();
_entitySimulation->handleChangedMotionStates(outgoingChanges);
avatarManager->handleChangedMotionStates(outgoingChanges);
const VectorOfMotionStates& deactivations = _physicsEngine->getDeactivatedMotionStates();
_entitySimulation->handleDeactivatedMotionStates(deactivations);
});
getEntities()->getTree()->withReadLock([&] {
_entitySimulation->getObjectsToChange(motionStates);
VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
_entitySimulation->setObjectsToChange(stillNeedChange);
});
if (!_aboutToQuit) {
// handleCollisionEvents() AFTER handleOutgoinChanges()
PerformanceTimer perfTimer("entities");
avatarManager->handleCollisionEvents(collisionEvents);
// Collision events (and their scripts) must not be handled when we're locked, above. (That would risk
// deadlock.)
_entitySimulation->handleCollisionEvents(collisionEvents);
_entitySimulation->applyDynamicChanges();
// NOTE: the getEntities()->update() call below will wait for lock
// and will simulate entity motion (the EntityTree has been given an EntitySimulation).
getEntities()->update(true); // update the models...
}
avatarManager->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
avatarManager->getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
avatarManager->getObjectsToChange(motionStates);
_physicsEngine->changeObjects(motionStates);
myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayDebugTimingDetails) &&
Menu::getInstance()->isOptionChecked(MenuOption::ExpandPhysicsSimulationTiming)) {
_physicsEngine->harvestPerformanceStats();
}
// NOTE: the PhysicsEngine stats are written to stdout NOT to Qt log framework
_physicsEngine->dumpStatsIfNecessary();
myAvatar->prepareForPhysicsSimulation();
_physicsEngine->forEachDynamic([&](EntityDynamicPointer dynamic) {
dynamic->prepareForPhysicsSimulation();
});
}
{
PROFILE_RANGE_EX(simulation_physics, "StepSimulation", 0xffff8000, (uint64_t)getActiveDisplayPlugin()->presentCount());
PerformanceTimer perfTimer("stepSimulation");
getEntities()->getTree()->withWriteLock([&] {
_physicsEngine->stepSimulation();
});
}
{
PROFILE_RANGE_EX(simulation_physics, "HarvestChanges", 0xffffff00, (uint64_t)getActiveDisplayPlugin()->presentCount());
PerformanceTimer perfTimer("harvestChanges");
if (_physicsEngine->hasOutgoingChanges()) {
// grab the collision events BEFORE handleOutgoingChanges() because at this point
// we have a better idea of which objects we own or should own.
auto& collisionEvents = _physicsEngine->getCollisionEvents();
getEntities()->getTree()->withWriteLock([&] {
PerformanceTimer perfTimer("handleOutgoingChanges");
const VectorOfMotionStates& outgoingChanges = _physicsEngine->getChangedMotionStates();
_entitySimulation->handleChangedMotionStates(outgoingChanges);
avatarManager->handleChangedMotionStates(outgoingChanges);
const VectorOfMotionStates& deactivations = _physicsEngine->getDeactivatedMotionStates();
_entitySimulation->handleDeactivatedMotionStates(deactivations);
});
if (!_aboutToQuit) {
// handleCollisionEvents() AFTER handleOutgoinChanges()
PerformanceTimer perfTimer("entities");
avatarManager->handleCollisionEvents(collisionEvents);
// Collision events (and their scripts) must not be handled when we're locked, above. (That would risk
// deadlock.)
_entitySimulation->handleCollisionEvents(collisionEvents);
// NOTE: the getEntities()->update() call below will wait for lock
// and will simulate entity motion (the EntityTree has been given an EntitySimulation).
getEntities()->update(true); // update the models...
}
myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayDebugTimingDetails) &&
Menu::getInstance()->isOptionChecked(MenuOption::ExpandPhysicsSimulationTiming)) {
_physicsEngine->harvestPerformanceStats();
}
// NOTE: the PhysicsEngine stats are written to stdout NOT to Qt log framework
_physicsEngine->dumpStatsIfNecessary();
}
}
} else {
// update the rendering without any simulation
getEntities()->update(false);
}
} else {
// update the rendering without any simulation
getEntities()->update(false);
}
// AvatarManager update
@ -5150,6 +5144,12 @@ void Application::update(float deltaTime) {
}
PerformanceTimer perfTimer("misc");
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::update()");
updateLOD(deltaTime);
// TODO: break these out into distinct perfTimers when they prove interesting
{
PROFILE_RANGE(app, "RayPickManager");