LumixEngine/src/renderer/renderer.cpp

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#include "renderer.h"
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#include "engine/array.h"
#include "engine/command_line_parser.h"
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#include "engine/crc32.h"
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#include "engine/debug.h"
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#include "engine/engine.h"
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#include "engine/log.h"
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#include "engine/atomic.h"
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#include "engine/job_system.h"
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#include "engine/sync.h"
#include "engine/thread.h"
#include "engine/os.h"
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#include "engine/profiler.h"
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#include "engine/reflection.h"
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#include "engine/resource_manager.h"
#include "engine/string.h"
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#include "engine/universe.h"
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#include "renderer/font.h"
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#include "renderer/material.h"
#include "renderer/model.h"
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#include "renderer/pipeline.h"
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#include "renderer/particle_system.h"
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#include "renderer/render_scene.h"
#include "renderer/shader.h"
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#include "renderer/terrain.h"
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#include "renderer/texture.h"
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namespace Lumix
{
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static const ComponentType MODEL_INSTANCE_TYPE = reflection::getComponentType("model_instance");
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static constexpr char* downscale_src = R"#(
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
layout (rgba8, binding = 0) uniform readonly image2D u_src;
layout (rgba8, binding = 1) uniform writeonly image2D u_dst;
layout(std140, binding = 4) uniform Data {
ivec2 u_scale;
};
void main() {
vec4 accum = vec4(0);
for (int j = 0; j < u_scale.y; ++j) {
for (int i = 0; i < u_scale.x; ++i) {
vec4 v = imageLoad(u_src, ivec2(gl_GlobalInvocationID.xy) * u_scale + ivec2(i, j));
accum += v;
}
}
accum *= 1.0 / (u_scale.x * u_scale.y);
imageStore(u_dst, ivec2(gl_GlobalInvocationID.xy), accum);
}
)#";
struct TransientBuffer {
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static constexpr u32 INIT_SIZE = 1024 * 1024;
void init() {
m_buffer = gpu::allocBufferHandle();
m_offset = 0;
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gpu::createBuffer(m_buffer, gpu::BufferFlags::MAPPABLE, INIT_SIZE, nullptr);
m_size = INIT_SIZE;
m_ptr = (u8*)gpu::map(m_buffer, INIT_SIZE);
}
Renderer::TransientSlice alloc(u32 size) {
Renderer::TransientSlice slice;
size = (size + 15) & ~15;
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slice.offset = atomicAdd(&m_offset, size);
slice.size = size;
if (slice.offset + size <= m_size) {
slice.buffer = m_buffer;
slice.ptr = m_ptr + slice.offset;
return slice;
}
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MutexGuard lock(m_mutex);
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if (!m_overflow.buffer) {
m_overflow.buffer = gpu::allocBufferHandle();
m_overflow.data = (u8*)os::memReserve(128 * 1024 * 1024);
m_overflow.size = 0;
m_overflow.commit = 0;
}
slice.ptr = m_overflow.data + m_overflow.size;
m_overflow.size += size;
if (m_overflow.size > m_overflow.commit) {
const u32 page_size = os::getMemPageSize();
m_overflow.commit = (m_overflow.size + page_size - 1) & ~(page_size - 1);
os::memCommit(m_overflow.data, m_overflow.commit);
}
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slice.offset = 0;
slice.buffer = m_overflow.buffer;
return slice;
}
void prepareToRender() {
gpu::unmap(m_buffer);
m_ptr = nullptr;
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if (m_overflow.buffer) {
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gpu::createBuffer(m_overflow.buffer, gpu::BufferFlags::NONE, nextPow2(m_overflow.size + m_size), nullptr);
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gpu::update(m_overflow.buffer, m_overflow.data, m_overflow.size);
os::memRelease(m_overflow.data);
m_overflow.data = nullptr;
m_overflow.commit = 0;
}
}
void renderDone() {
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if (m_overflow.buffer) {
m_size = nextPow2(m_overflow.size + m_size);
gpu::destroy(m_buffer);
m_buffer = m_overflow.buffer;
m_overflow.buffer = gpu::INVALID_BUFFER;
m_overflow.size = 0;
}
ASSERT(!m_ptr);
m_ptr = (u8*)gpu::map(m_buffer, m_size);
m_offset = 0;
}
gpu::BufferHandle m_buffer = gpu::INVALID_BUFFER;
i32 m_offset = 0;
u32 m_size = 0;
u8* m_ptr = nullptr;
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Mutex m_mutex;
struct {
gpu::BufferHandle buffer = gpu::INVALID_BUFFER;
u8* data = nullptr;
u32 size = 0;
u32 commit = 0;
} m_overflow;
};
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struct FrameData {
FrameData(struct RendererImpl& renderer, IAllocator& allocator)
: jobs(allocator)
, renderer(renderer)
, to_compile_shaders(allocator)
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, material_updates(allocator)
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{}
struct ShaderToCompile {
Shader* shader;
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gpu::VertexDecl decl;
u32 defines;
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gpu::ProgramHandle program;
Shader::Sources sources;
};
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struct MaterialUpdates {
u32 idx;
MaterialConsts value;
};
TransientBuffer transient_buffer;
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u32 gpu_frame = 0xffFFffFF;
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Array<MaterialUpdates> material_updates;
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Array<Renderer::RenderJob*> jobs;
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Mutex shader_mutex;
Array<ShaderToCompile> to_compile_shaders;
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RendererImpl& renderer;
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jobs::SignalHandle can_setup = jobs::INVALID_HANDLE;
jobs::SignalHandle setup_done = jobs::INVALID_HANDLE;
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};
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template <typename T>
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struct RenderResourceManager : ResourceManager
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{
RenderResourceManager(Renderer& renderer, IAllocator& allocator)
: ResourceManager(allocator)
, m_renderer(renderer)
{}
Resource* createResource(const Path& path) override
{
return LUMIX_NEW(m_allocator, T)(path, *this, m_renderer, m_allocator);
}
void destroyResource(Resource& resource) override
{
LUMIX_DELETE(m_allocator, &resource);
}
Renderer& m_renderer;
};
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struct GPUProfiler
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{
struct Query
{
StaticString<32> name;
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gpu::QueryHandle handle;
u64 result;
i64 profiler_link;
bool is_end;
bool is_frame;
};
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GPUProfiler(IAllocator& allocator)
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: m_queries(allocator)
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, m_pool(allocator)
, m_gpu_to_cpu_offset(0)
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{
}
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~GPUProfiler()
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{
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ASSERT(m_pool.empty());
ASSERT(m_queries.empty());
}
u64 toCPUTimestamp(u64 gpu_timestamp) const
{
return u64(gpu_timestamp * (os::Timer::getFrequency() / double(gpu::getQueryFrequency()))) + m_gpu_to_cpu_offset;
}
void init()
{
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gpu::QueryHandle q = gpu::createQuery();
gpu::queryTimestamp(q);
const u64 cpu_timestamp = os::Timer::getRawTimestamp();
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u32 try_num = 0;
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while (!gpu::isQueryReady(q) && try_num < 10) {
gpu::swapBuffers();
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++try_num;
}
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if (try_num == 10) {
logError("Failed to get GPU timestamp, timings are unreliable.");
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m_gpu_to_cpu_offset = 0;
}
else {
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const u64 gpu_timestamp = gpu::getQueryResult(q);
m_gpu_to_cpu_offset = cpu_timestamp - u64(gpu_timestamp * (os::Timer::getFrequency() / double(gpu::getQueryFrequency())));
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gpu::destroy(q);
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}
}
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void clear()
{
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m_queries.clear();
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for(const gpu::QueryHandle h : m_pool) {
gpu::destroy(h);
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}
m_pool.clear();
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}
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gpu::QueryHandle allocQuery()
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{
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if(!m_pool.empty()) {
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const gpu::QueryHandle res = m_pool.back();
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m_pool.pop();
return res;
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}
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return gpu::createQuery();
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}
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void beginQuery(const char* name, i64 profiler_link)
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{
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MutexGuard lock(m_mutex);
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Query& q = m_queries.emplace();
q.profiler_link = profiler_link;
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q.name = name;
q.is_end = false;
q.is_frame = false;
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q.handle = allocQuery();
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gpu::queryTimestamp(q.handle);
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}
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void endQuery()
{
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MutexGuard lock(m_mutex);
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Query& q = m_queries.emplace();
q.is_end = true;
q.is_frame = false;
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q.handle = allocQuery();
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gpu::queryTimestamp(q.handle);
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}
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void frame()
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{
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PROFILE_FUNCTION();
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MutexGuard lock(m_mutex);
Query frame_query;
frame_query.is_frame = true;
m_queries.push(frame_query);
while (!m_queries.empty()) {
Query q = m_queries[0];
if (q.is_frame) {
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profiler::gpuFrame();
m_queries.erase(0);
continue;
}
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if (!gpu::isQueryReady(q.handle)) break;
if (q.is_end) {
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const u64 timestamp = toCPUTimestamp(gpu::getQueryResult(q.handle));
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profiler::endGPUBlock(timestamp);
}
else {
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const u64 timestamp = toCPUTimestamp(gpu::getQueryResult(q.handle));
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profiler::beginGPUBlock(q.name, timestamp, q.profiler_link);
}
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m_pool.push(q.handle);
m_queries.erase(0);
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}
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}
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Array<Query> m_queries;
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Array<gpu::QueryHandle> m_pool;
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Mutex m_mutex;
i64 m_gpu_to_cpu_offset;
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};
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struct RendererImpl final : Renderer
{
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explicit RendererImpl(Engine& engine)
: m_engine(engine)
, m_allocator(engine.getAllocator())
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, m_texture_manager(*this, m_allocator)
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, m_pipeline_manager(*this, m_allocator)
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, m_model_manager(*this, m_allocator)
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, m_particle_emitter_manager(*this, m_allocator)
, m_material_manager(*this, m_allocator)
, m_shader_manager(*this, m_allocator)
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, m_font_manager(nullptr)
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, m_shader_defines(m_allocator)
, m_profiler(m_allocator)
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, m_layers(m_allocator)
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, m_material_buffer(m_allocator)
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, m_plugins(m_allocator)
{
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RenderScene::reflect();
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LUMIX_FUNC(Model::getBoneCount);
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LUMIX_FUNC(Model::getBoneName);
LUMIX_FUNC(Model::getBoneParent);
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m_shader_defines.reserve(32);
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gpu::preinit(m_allocator, shouldLoadRenderdoc());
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m_frames[0].create(*this, m_allocator);
m_frames[1].create(*this, m_allocator);
m_frames[2].create(*this, m_allocator);
}
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u32 getVersion() const override { return 0; }
void serialize(OutputMemoryStream& stream) const override {}
bool deserialize(u32 version, InputMemoryStream& stream) override { return version == 0; }
~RendererImpl()
{
m_particle_emitter_manager.destroy();
m_pipeline_manager.destroy();
m_texture_manager.destroy();
m_model_manager.destroy();
m_material_manager.destroy();
m_shader_manager.destroy();
m_font_manager->destroy();
LUMIX_DELETE(m_allocator, m_font_manager);
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frame();
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frame();
frame();
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waitForRender();
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jobs::SignalHandle signal = jobs::INVALID_HANDLE;
jobs::runEx(this, [](void* data) {
RendererImpl* renderer = (RendererImpl*)data;
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for (const Local<FrameData>& frame : renderer->m_frames) {
gpu::destroy(frame->transient_buffer.m_buffer);
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}
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gpu::destroy(renderer->m_material_buffer.buffer);
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gpu::destroy(renderer->m_material_buffer.staging_buffer);
renderer->m_profiler.clear();
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gpu::shutdown();
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}, &signal, jobs::INVALID_HANDLE, 1);
jobs::wait(signal);
}
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static bool shouldLoadRenderdoc() {
char cmd_line[4096];
os::getCommandLine(Span(cmd_line));
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CommandLineParser cmd_line_parser(cmd_line);
while (cmd_line_parser.next()) {
if (cmd_line_parser.currentEquals("-renderdoc")) {
return true;
}
}
return false;
}
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void init() override {
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struct InitData {
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gpu::InitFlags flags = gpu::InitFlags::VSYNC;
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RendererImpl* renderer;
} init_data;
init_data.renderer = this;
char cmd_line[4096];
os::getCommandLine(Span(cmd_line));
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CommandLineParser cmd_line_parser(cmd_line);
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while (cmd_line_parser.next()) {
if (cmd_line_parser.currentEquals("-no_vsync")) {
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init_data.flags = init_data.flags & ~gpu::InitFlags::VSYNC;
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}
else if (cmd_line_parser.currentEquals("-debug_opengl")) {
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init_data.flags = init_data.flags | gpu::InitFlags::DEBUG_OUTPUT;
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}
}
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jobs::SignalHandle signal = jobs::INVALID_HANDLE;
jobs::runEx(&init_data, [](void* data) {
PROFILE_BLOCK("init_render");
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InitData* init_data = (InitData*)data;
RendererImpl& renderer = *(RendererImpl*)init_data->renderer;
Engine& engine = renderer.getEngine();
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void* window_handle = engine.getWindowHandle();
if (!gpu::init(window_handle, init_data->flags)) {
os::messageBox("Failed to initialize renderer. More info in lumix.log.");
fatal(false, "gpu::init()");
}
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gpu::MemoryStats mem_stats;
if (gpu::getMemoryStats(Ref(mem_stats))) {
logInfo("Initial GPU memory stats:\n",
"total: ", (mem_stats.total_available_mem / (1024.f * 1024.f)), "MB\n"
"currect: ", (mem_stats.current_available_mem / (1024.f * 1024.f)), "MB\n"
"dedicated: ", (mem_stats.dedicated_vidmem/ (1024.f * 1024.f)), "MB\n");
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}
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for (const Local<FrameData>& frame : renderer.m_frames) {
frame->transient_buffer.init();
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}
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renderer.m_cpu_frame = renderer.m_frames[0].get();
renderer.m_gpu_frame = renderer.m_frames[0].get();
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renderer.m_profiler.init();
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MaterialBuffer& mb = renderer.m_material_buffer;
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mb.buffer = gpu::allocBufferHandle();
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mb.staging_buffer = gpu::allocBufferHandle();
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mb.map.insert(0, 0);
mb.data.resize(400);
mb.data[0].hash = 0;
mb.data[0].ref_count = 1;
mb.first_free = 1;
for (int i = 1; i < 400; ++i) {
mb.data[i].ref_count = 0;
mb.data[i].next_free = i + 1;
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}
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mb.data.back().next_free = -1;
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gpu::createBuffer(mb.buffer
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, gpu::BufferFlags::UNIFORM_BUFFER
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, sizeof(MaterialConsts) * 400
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, nullptr
);
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gpu::createBuffer(mb.staging_buffer
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, gpu::BufferFlags::UNIFORM_BUFFER
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, sizeof(MaterialConsts)
, nullptr
);
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renderer.m_downscale_program = gpu::allocProgramHandle();
const gpu::ShaderType type = gpu::ShaderType::COMPUTE;
const char* srcs[] = { downscale_src };
gpu::createProgram(renderer.m_downscale_program, {}, srcs, &type, 1, nullptr, 0, "downscale");
renderer.m_tmp_uniform_buffer = gpu::allocBufferHandle();
gpu::createBuffer(renderer.m_tmp_uniform_buffer, gpu::BufferFlags::UNIFORM_BUFFER, 16 * 1024, nullptr);
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MaterialConsts default_mat;
default_mat.color = Vec4(1, 0, 1, 1);
gpu::update(mb.buffer, &default_mat, sizeof(MaterialConsts));
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}, &signal, jobs::INVALID_HANDLE, 1);
jobs::wait(signal);
ResourceManagerHub& manager = m_engine.getResourceManager();
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m_pipeline_manager.create(PipelineResource::TYPE, manager);
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m_texture_manager.create(Texture::TYPE, manager);
m_model_manager.create(Model::TYPE, manager);
m_material_manager.create(Material::TYPE, manager);
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m_particle_emitter_manager.create(ParticleEmitterResource::TYPE, manager);
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m_shader_manager.create(Shader::TYPE, manager);
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m_font_manager = LUMIX_NEW(m_allocator, FontManager)(*this, m_allocator);
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m_font_manager->create(FontResource::TYPE, manager);
RenderScene::registerLuaAPI(m_engine.getState());
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m_layers.emplace("default");
}
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MemRef copy(const void* data, u32 size) override
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{
MemRef mem = allocate(size);
memcpy(mem.data, data, size);
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return mem;
}
IAllocator& getAllocator() override
{
return m_allocator;
}
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void free(const MemRef& memory) override
{
ASSERT(memory.own);
m_allocator.deallocate(memory.data);
}
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MemRef allocate(u32 size) override
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{
MemRef ret;
ret.size = size;
ret.own = true;
ret.data = m_allocator.allocate(size);
return ret;
}
void beginProfileBlock(const char* name, i64 link) override
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{
m_profiler.beginQuery(name, link);
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}
void endProfileBlock() override
{
m_profiler.endQuery();
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}
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void getTextureImage(gpu::TextureHandle texture, u32 w, u32 h, gpu::TextureFormat out_format, Span<u8> data) override
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{
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struct Cmd : RenderJob {
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void setup() override {}
void execute() override {
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PROFILE_FUNCTION();
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gpu::pushDebugGroup("get image data");
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gpu::TextureHandle staging = gpu::allocTextureHandle();
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const gpu::TextureFlags flags = gpu::TextureFlags::NO_MIPS | gpu::TextureFlags::READBACK;
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gpu::createTexture(staging, w, h, 1, out_format, flags, nullptr, "staging_buffer");
gpu::copy(staging, handle, 0, 0);
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gpu::readTexture(staging, 0, buf);
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gpu::destroy(staging);
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gpu::popDebugGroup();
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}
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gpu::TextureHandle handle;
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gpu::TextureFormat out_format;
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u32 w;
u32 h;
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Span<u8> buf;
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};
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Cmd& cmd = createJob<Cmd>();
cmd.handle = texture;
cmd.w = w;
cmd.h = h;
cmd.buf = data;
cmd.out_format = out_format;
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queue(cmd, 0);
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}
void updateTexture(gpu::TextureHandle handle, u32 slice, u32 x, u32 y, u32 w, u32 h, gpu::TextureFormat format, const MemRef& mem) override
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{
ASSERT(mem.size > 0);
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ASSERT(handle);
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struct Cmd : RenderJob {
void setup() override {}
void execute() override {
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PROFILE_FUNCTION();
gpu::update(handle, 0, slice, x, y, w, h, format, mem.data);
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if (mem.own) {
renderer->free(mem);
}
}
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gpu::TextureHandle handle;
u32 x, y, w, h, slice;
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gpu::TextureFormat format;
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MemRef mem;
RendererImpl* renderer;
};
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Cmd& cmd = createJob<Cmd>();
cmd.handle = handle;
cmd.x = x;
cmd.y = y;
cmd.w = w;
cmd.h = h;
cmd.slice = slice;
cmd.format = format;
cmd.mem = mem;
cmd.renderer = this;
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queue(cmd, 0);
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}
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gpu::TextureHandle loadTexture(const MemRef& memory, gpu::TextureFlags flags, gpu::TextureInfo* info, const char* debug_name) override
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{
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ASSERT(memory.size > 0);
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const gpu::TextureHandle handle = gpu::allocTextureHandle();
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if (!handle) return handle;
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if(info) {
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*info = gpu::getTextureInfo(memory.data);
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}
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struct Cmd : RenderJob {
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void setup() override {}
void execute() override {
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PROFILE_FUNCTION();
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gpu::loadTexture(handle, memory.data, memory.size, flags, debug_name);
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if(memory.own) {
renderer->free(memory);
}
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}
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StaticString<LUMIX_MAX_PATH> debug_name;
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gpu::TextureHandle handle;
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MemRef memory;
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gpu::TextureFlags flags;
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RendererImpl* renderer;
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};
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Cmd& cmd = createJob<Cmd>();
cmd.debug_name = debug_name;
cmd.handle = handle;
cmd.memory = memory;
cmd.flags = flags;
cmd.renderer = this;
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queue(cmd, 0);
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return handle;
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}
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TransientSlice allocTransient(u32 size) override
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{
return m_cpu_frame->transient_buffer.alloc(size);
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}
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gpu::BufferHandle getMaterialUniformBuffer() override {
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return m_material_buffer.buffer;
}
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u32 createMaterialConstants(const MaterialConsts& data) override {
const u32 hash = crc32(&data, sizeof(data));
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auto iter = m_material_buffer.map.find(hash);
u32 idx;
if(iter.isValid()) {
idx = iter.value();
}
else {
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if (m_material_buffer.first_free == -1) {
ASSERT(false);
++m_material_buffer.data[0].ref_count;
return 0;
}
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idx = m_material_buffer.first_free;
m_material_buffer.first_free = m_material_buffer.data[m_material_buffer.first_free].next_free;
m_material_buffer.data[idx].ref_count = 0;
m_material_buffer.data[idx].hash = crc32(&data, sizeof(data));
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m_material_buffer.map.insert(hash, idx);
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m_cpu_frame->material_updates.push({idx, data});
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}
++m_material_buffer.data[idx].ref_count;
return idx;
}
void destroyMaterialConstants(u32 idx) override {
--m_material_buffer.data[idx].ref_count;
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if (m_material_buffer.data[idx].ref_count > 0) return;
const u32 hash = m_material_buffer.data[idx].hash;
m_material_buffer.data[idx].next_free = m_material_buffer.first_free;
m_material_buffer.first_free = idx;
m_material_buffer.map.erase(hash);
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}
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gpu::BufferHandle createBuffer(const MemRef& memory, gpu::BufferFlags flags) override
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{
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gpu::BufferHandle handle = gpu::allocBufferHandle();
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if(!handle) return handle;
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struct Cmd : RenderJob {
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void setup() override {}
void execute() override {
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PROFILE_FUNCTION();
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gpu::createBuffer(handle, flags, memory.size, memory.data);
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if (memory.own) {
renderer->free(memory);
}
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}
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gpu::BufferHandle handle;
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MemRef memory;
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gpu::BufferFlags flags;
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gpu::TextureFormat format;
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Renderer* renderer;
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};
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Cmd& cmd = createJob<Cmd>();
cmd.handle = handle;
cmd.memory = memory;
cmd.renderer = this;
cmd.flags = flags;
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queue(cmd, 0);
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return handle;
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}
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u8 getLayersCount() const override
{
return (u8)m_layers.size();
}
const char* getLayerName(u8 layer) const override
{
return m_layers[layer];
}
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u8 getLayerIdx(const char* name) override
{
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for(u8 i = 0; i < m_layers.size(); ++i) {
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if(m_layers[i] == name) return i;
}
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ASSERT(m_layers.size() < 0xff);
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m_layers.emplace(name);
return m_layers.size() - 1;
}
void runInRenderThread(void* user_ptr, void (*fnc)(Renderer& renderer, void*)) override
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{
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struct Cmd : RenderJob {
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void setup() override {}
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void execute() override {
PROFILE_FUNCTION();
fnc(*renderer, ptr);
}
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void* ptr;
void (*fnc)(Renderer&, void*);
Renderer* renderer;
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};
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Cmd& cmd = createJob<Cmd>();
cmd.fnc = fnc;
cmd.ptr = user_ptr;
cmd.renderer = this;
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queue(cmd, 0);
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}
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void destroy(gpu::ProgramHandle program) override
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{
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struct Cmd : RenderJob {
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void setup() override {}
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void execute() override {
PROFILE_FUNCTION();
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gpu::destroy(program);
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}
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gpu::ProgramHandle program;
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RendererImpl* renderer;
};
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Cmd& cmd = createJob<Cmd>();
cmd.program = program;
cmd.renderer = this;
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queue(cmd, 0);
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}
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void destroy(gpu::BufferHandle buffer) override
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{
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if (!buffer) return;
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struct Cmd : RenderJob {
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void setup() override {}
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void execute() override {
PROFILE_FUNCTION();
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gpu::destroy(buffer);
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}
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gpu::BufferHandle buffer;
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RendererImpl* renderer;
};
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Cmd& cmd = createJob<Cmd>();
cmd.buffer = buffer;
cmd.renderer = this;
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queue(cmd, 0);
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}
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void downscale(gpu::TextureHandle src, u32 src_w, u32 src_h, gpu::TextureHandle dst, u32 dst_w, u32 dst_h) override {
ASSERT(src_w % dst_w == 0);
ASSERT(src_h % dst_h == 0);
struct Cmd : RenderJob {
void setup() override {}
void execute() override {
PROFILE_FUNCTION();
const IVec2 scale = src_size / dst_size;
gpu::update(ub, &scale, sizeof(scale));
gpu::bindUniformBuffer(4, ub, 0, sizeof(scale));
gpu::bindImageTexture(src, 0);
gpu::bindImageTexture(dst, 1);
gpu::useProgram(program);
gpu::dispatch((dst_size.x + 15) / 16, (dst_size.y + 15) / 16, 1);
}
gpu::TextureHandle src;
gpu::TextureHandle dst;
gpu::ProgramHandle program;
gpu::BufferHandle ub;
IVec2 src_size;
IVec2 dst_size;
};
Cmd& cmd = createJob<Cmd>();
cmd.src = src;
cmd.dst = dst;
cmd.src_size = {(i32)src_w, (i32)src_h};
cmd.dst_size = {(i32)dst_w, (i32)dst_h};
cmd.program = m_downscale_program;
cmd.ub = m_tmp_uniform_buffer;
queue(cmd, 0);
}
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gpu::TextureHandle createTexture(u32 w, u32 h, u32 depth, gpu::TextureFormat format, gpu::TextureFlags flags, const MemRef& memory, const char* debug_name) override
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{
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gpu::TextureHandle handle = gpu::allocTextureHandle();
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if(!handle) return handle;
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struct Cmd : RenderJob {
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void setup() override {}
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void execute() override
{
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PROFILE_FUNCTION();
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gpu::createTexture(handle, w, h, depth, format, flags, memory.data, debug_name);
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if (memory.own) renderer->free(memory);
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}
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StaticString<LUMIX_MAX_PATH> debug_name;
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gpu::TextureHandle handle;
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MemRef memory;
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u32 w;
u32 h;
u32 depth;
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gpu::TextureFormat format;
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Renderer* renderer;
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gpu::TextureFlags flags;
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};
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Cmd& cmd = createJob<Cmd>();
cmd.debug_name = debug_name;
cmd.handle = handle;
cmd.memory = memory;
cmd.format = format;
cmd.flags = flags;
cmd.w = w;
cmd.h = h;
cmd.depth = depth;
cmd.renderer = this;
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queue(cmd, 0);
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return handle;
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}
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void destroy(gpu::TextureHandle tex) override
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{
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if (!tex) return;
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struct Cmd : RenderJob {
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void setup() override {}
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void execute() override {
PROFILE_FUNCTION();
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gpu::destroy(texture);
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}
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gpu::TextureHandle texture;
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RendererImpl* renderer;
};
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Cmd& cmd = createJob<Cmd>();
cmd.texture = tex;
cmd.renderer = this;
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queue(cmd, 0);
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}
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void queue(RenderJob& cmd, i64 profiler_link) override
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{
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cmd.profiler_link = profiler_link;
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m_cpu_frame->jobs.push(&cmd);
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jobs::run(&cmd, [](void* data){
RenderJob* cmd = (RenderJob*)data;
PROFILE_BLOCK("setup_render_job");
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cmd->setup();
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}, &m_cpu_frame->setup_done);
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}
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void addPlugin(RenderPlugin& plugin) override {
m_plugins.push(&plugin);
}
void removePlugin(RenderPlugin& plugin) override {
m_plugins.eraseItem(&plugin);
}
Span<RenderPlugin*> getPlugins() override { return m_plugins; }
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ResourceManager& getTextureManager() override { return m_texture_manager; }
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FontManager& getFontManager() override { return *m_font_manager; }
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void createScenes(Universe& ctx) override
{
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UniquePtr<RenderScene> scene = RenderScene::createInstance(*this, m_engine, ctx, m_allocator);
ctx.addScene(scene.move());
}
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void* allocJob(u32 size, u32 align) override {
return m_allocator.allocate_aligned(size, align);
}
void deallocJob(void* job) override {
m_allocator.deallocate_aligned(job);
}
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const char* getName() const override { return "renderer"; }
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Engine& getEngine() override { return m_engine; }
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int getShaderDefinesCount() const override { return m_shader_defines.size(); }
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const char* getShaderDefine(int define_idx) const override { return m_shader_defines[define_idx]; }
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gpu::ProgramHandle queueShaderCompile(Shader& shader, gpu::VertexDecl decl, u32 defines) override {
ASSERT(shader.isReady());
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MutexGuard lock(m_cpu_frame->shader_mutex);
for (const auto& i : m_cpu_frame->to_compile_shaders) {
if (i.shader == &shader && decl.hash == i.decl.hash && defines == i.defines) {
return i.program;
}
}
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gpu::ProgramHandle program = gpu::allocProgramHandle();
m_cpu_frame->to_compile_shaders.push({&shader, decl, defines, program, shader.m_sources});
return program;
}
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void makeScreenshot(const Path& filename) override { }
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u8 getShaderDefineIdx(const char* define) override
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{
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MutexGuard lock(m_shader_defines_mutex);
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for (int i = 0; i < m_shader_defines.size(); ++i)
{
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if (m_shader_defines[i] == define)
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{
return i;
}
}
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if (m_shader_defines.size() >= MAX_SHADER_DEFINES) {
ASSERT(false);
logError("Too many shader defines.");
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}
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m_shader_defines.emplace(define);
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ASSERT(m_shader_defines.size() <= 32); // m_shader_defines are reserved in renderer constructor, so getShaderDefine() is MT safe
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return u8(m_shader_defines.size() - 1);
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}
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void startCapture() override
{
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struct Cmd : RenderJob {
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void setup() override {}
void execute() override {
PROFILE_FUNCTION();
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gpu::startCapture();
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}
};
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Cmd& cmd = createJob<Cmd>();
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queue(cmd, 0);
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}
void stopCapture() override
{
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struct Cmd : RenderJob {
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void setup() override {}
void execute() override {
PROFILE_FUNCTION();
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gpu::stopCapture();
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}
};
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Cmd& cmd = createJob<Cmd>();
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queue(cmd, 0);
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}
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void render() {
FrameData& frame = *m_gpu_frame;
frame.transient_buffer.prepareToRender();
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gpu::MemoryStats mem_stats;
if (gpu::getMemoryStats(Ref(mem_stats))) {
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profiler::gpuMemStats(mem_stats.total_available_mem, mem_stats.current_available_mem, mem_stats.dedicated_vidmem);
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}
for (const auto& i : frame.to_compile_shaders) {
Shader::compile(i.program, i.decl, i.defines, i.sources, *this);
}
frame.to_compile_shaders.clear();
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for (const auto& i : frame.material_updates) {
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gpu::update(m_material_buffer.staging_buffer, &i.value, sizeof(MaterialConsts));
gpu::copy(m_material_buffer.buffer, m_material_buffer.staging_buffer, i.idx * sizeof(MaterialConsts), sizeof(MaterialConsts));
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}
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frame.material_updates.clear();
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gpu::useProgram(gpu::INVALID_PROGRAM);
gpu::bindIndexBuffer(gpu::INVALID_BUFFER);
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for (RenderJob* job : frame.jobs) {
PROFILE_BLOCK("execute_render_job");
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profiler::blockColor(0xaa, 0xff, 0xaa);
profiler::link(job->profiler_link);
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job->execute();
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destroyJob(*job);
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}
frame.jobs.clear();
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PROFILE_BLOCK("swap buffers");
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jobs::enableBackupWorker(true);
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frame.gpu_frame = gpu::swapBuffers();
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jobs::enableBackupWorker(false);
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m_profiler.frame();
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m_gpu_frame = m_frames[(getFrameIndex(m_gpu_frame) + 1) % lengthOf(m_frames)].get();
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FrameData& check_frame = *m_frames[(getFrameIndex(m_gpu_frame) + 1) % lengthOf(m_frames)].get();
if (check_frame.gpu_frame != 0xffFFffFF && gpu::frameFinished(check_frame.gpu_frame)) {
check_frame.gpu_frame = 0xffFFffFF;
check_frame.transient_buffer.renderDone();
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jobs::decSignal(check_frame.can_setup);
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}
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if (m_gpu_frame->gpu_frame != 0xffFFffFF) {
gpu::waitFrame(m_gpu_frame->gpu_frame);
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m_gpu_frame->gpu_frame = 0xFFffFFff;
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m_gpu_frame->transient_buffer.renderDone();
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jobs::decSignal(m_gpu_frame->can_setup);
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}
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}
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void waitForCommandSetup() override
{
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jobs::wait(m_cpu_frame->setup_done);
m_cpu_frame->setup_done = jobs::INVALID_HANDLE;
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}
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void waitForRender() override {
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jobs::wait(m_last_render);
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}
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i32 getFrameIndex(FrameData* frame) const {
for (i32 i = 0; i < (i32)lengthOf(m_frames); ++i) {
if (frame == m_frames[i].get()) return i;
}
ASSERT(false);
return -1;
}
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void frame() override
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{
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PROFILE_FUNCTION();
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jobs::wait(m_cpu_frame->setup_done);
m_cpu_frame->setup_done = jobs::INVALID_HANDLE;
for (const auto& i : m_cpu_frame->to_compile_shaders) {
const u64 key = i.defines | ((u64)i.decl.hash << 32);
i.shader->m_programs.insert(key, i.program);
}
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jobs::incSignal(&m_cpu_frame->can_setup);
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m_cpu_frame = m_frames[(getFrameIndex(m_cpu_frame) + 1) % lengthOf(m_frames)].get();
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jobs::runEx(this, [](void* ptr){
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auto* renderer = (RendererImpl*)ptr;
renderer->render();
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}, &m_last_render, jobs::INVALID_HANDLE, 1);
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jobs::wait(m_cpu_frame->can_setup);
}
Engine& m_engine;
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IAllocator& m_allocator;
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Array<StaticString<32>> m_shader_defines;
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Mutex m_shader_defines_mutex;
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Array<StaticString<32>> m_layers;
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FontManager* m_font_manager;
MaterialManager m_material_manager;
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RenderResourceManager<Model> m_model_manager;
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RenderResourceManager<ParticleEmitterResource> m_particle_emitter_manager;
RenderResourceManager<PipelineResource> m_pipeline_manager;
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RenderResourceManager<Shader> m_shader_manager;
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RenderResourceManager<Texture> m_texture_manager;
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gpu::ProgramHandle m_downscale_program;
gpu::BufferHandle m_tmp_uniform_buffer;
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Array<RenderPlugin*> m_plugins;
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Local<FrameData> m_frames[3];
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FrameData* m_gpu_frame = nullptr;
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FrameData* m_cpu_frame = nullptr;
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jobs::SignalHandle m_last_render = jobs::INVALID_HANDLE;
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GPUProfiler m_profiler;
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struct MaterialBuffer {
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MaterialBuffer(IAllocator& alloc)
: map(alloc)
, data(alloc)
{}
struct Data {
u32 ref_count;
union {
u32 hash;
u32 next_free;
};
};
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gpu::BufferHandle buffer = gpu::INVALID_BUFFER;
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gpu::BufferHandle staging_buffer = gpu::INVALID_BUFFER;
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Array<Data> data;
int first_free;
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HashMap<u32, u32> map;
} m_material_buffer;
};
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extern "C"
{
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LUMIX_PLUGIN_ENTRY(renderer)
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{
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return LUMIX_NEW(engine.getAllocator(), RendererImpl)(engine);
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}
}
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} // namespace Lumix
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