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Fixes #90017 Fixes #90030 Fixes #98044 This PR makes the following changes: # Force processing of GPU commands for frame_count frames The variable `frames_pending_resources_for_processing` is added to track this. The ticket #98044 suggested to use `_flush_and_stall_for_all_frames()` while minimized. Technically this works and is a viable solution. However I noticed that this issue was happening because Logic/Physics continue to work "business as usual" while minimized(\*). Only Graphics was being deactivated (which caused commands to accumulate until window is restored). To continue this behavior of "business as usual", I decided that GPU work should also "continue as usual" by buffering commands in a double or triple buffer scheme until all commands are done processing (if they ever stop coming). This is specially important if the app specifically intends to keep processing while minimized. Calling `_flush_and_stall_for_all_frames()` would fix the leak, but it would make Godot's behavior different while minimized vs while the window is presenting. \* `OS::add_frame_delay` _does_ consider being minimized, but it just throttles CPU usage. Some platforms such as Android completely disable processing because the higher level code stops being called when the app goes into background. But this seems like an implementation-detail that diverges from the rest of the platforms (e.g. Windows, Linux & macOS continue to process while minimized). # Rename p_swap_buffers for p_present **This is potentially a breaking change** (if it actually breaks anything, I ignore. But I strongly suspect it doesn't break anything). "Swap Buffers" is a concept carried from OpenGL, where a frame is "done" when `glSwapBuffers()` is called, which basically means "present to the screen". However it _also_ means that OpenGL internally swaps its internal buffers in a double/triple buffer scheme (in Vulkan, we do that ourselves and is tracked by `RenderingDevice::frame`). Modern APIs like Vulkan differentiate between "submitting GPU work" and "presenting". Before this PR, calling `RendererCompositorRD::end_frame(false)` would literally do nothing. This is often undesired and the cause of the leak. After this PR, calling `RendererCompositorRD::end_frame(false)` will now process commands, swap our internal buffers in a double/triple buffer scheme **but avoid presenting to the screen**. Hence the rename of the variable from `p_swap_buffers` to `p_present` (which slightly alters its behavior). If we want `RendererCompositorRD::end_frame(false)` to do nothing, then we should not call it at all. This PR reflects such change: When we're minimized **_and_** `has_pending_resources_for_processing()` returns false, we don't call `RendererCompositorRD::end_frame()` at all. But if `has_pending_resources_for_processing()` returns true, we will call it, but with `p_present = false` because we're minimized. There's still the issue that Godot keeps processing work (logic, scripts, physics) while minimized, which we shouldn't do by default. But that's work for follow up PR.
158 lines
6.2 KiB
C++
158 lines
6.2 KiB
C++
/**************************************************************************/
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/* renderer_compositor_rd.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef RENDERER_COMPOSITOR_RD_H
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#define RENDERER_COMPOSITOR_RD_H
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#include "core/io/image.h"
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#include "core/os/os.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/environment/fog.h"
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#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
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#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
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#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
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#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
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#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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class RendererCompositorRD : public RendererCompositor {
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protected:
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UniformSetCacheRD *uniform_set_cache = nullptr;
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FramebufferCacheRD *framebuffer_cache = nullptr;
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RendererCanvasRenderRD *canvas = nullptr;
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RendererRD::Utilities *utilities = nullptr;
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RendererRD::LightStorage *light_storage = nullptr;
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RendererRD::MaterialStorage *material_storage = nullptr;
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RendererRD::MeshStorage *mesh_storage = nullptr;
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RendererRD::ParticlesStorage *particles_storage = nullptr;
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RendererRD::TextureStorage *texture_storage = nullptr;
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RendererRD::Fog *fog = nullptr;
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RendererSceneRenderRD *scene = nullptr;
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enum BlitMode {
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BLIT_MODE_NORMAL,
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BLIT_MODE_USE_LAYER,
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BLIT_MODE_LENS,
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BLIT_MODE_NORMAL_ALPHA,
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BLIT_MODE_MAX
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};
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struct BlitPushConstant {
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float src_rect[4];
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float dst_rect[4];
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float rotation_sin;
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float rotation_cos;
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float pad[2];
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float eye_center[2];
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float k1;
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float k2;
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float upscale;
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float aspect_ratio;
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uint32_t layer;
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uint32_t convert_to_srgb;
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};
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struct Blit {
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BlitPushConstant push_constant;
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BlitShaderRD shader;
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RID shader_version;
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RID pipelines[BLIT_MODE_MAX];
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RID index_buffer;
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RID array;
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RID sampler;
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} blit;
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HashMap<RID, RID> render_target_descriptors;
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double time = 0.0;
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double delta = 0.0;
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static uint64_t frame;
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static RendererCompositorRD *singleton;
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public:
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RendererUtilities *get_utilities() { return utilities; }
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RendererLightStorage *get_light_storage() { return light_storage; }
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RendererMaterialStorage *get_material_storage() { return material_storage; }
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RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
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RendererParticlesStorage *get_particles_storage() { return particles_storage; }
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RendererTextureStorage *get_texture_storage() { return texture_storage; }
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RendererGI *get_gi() {
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ERR_FAIL_NULL_V(scene, nullptr);
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return scene->get_gi();
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}
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RendererFog *get_fog() { return fog; }
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RendererCanvasRender *get_canvas() { return canvas; }
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RendererSceneRender *get_scene() { return scene; }
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void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter);
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void initialize();
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void begin_frame(double frame_step);
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void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount);
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void gl_end_frame(bool p_swap_buffers) {}
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void end_frame(bool p_present);
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void finalize();
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_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
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_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
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_ALWAYS_INLINE_ double get_total_time() const { return time; }
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_ALWAYS_INLINE_ bool can_create_resources_async() const { return true; }
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static Error is_viable() {
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return OK;
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}
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static RendererCompositor *_create_current() {
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return memnew(RendererCompositorRD);
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}
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static void make_current() {
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_create_func = _create_current;
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low_end = false;
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}
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static RendererCompositorRD *get_singleton() { return singleton; }
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RendererCompositorRD();
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~RendererCompositorRD();
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};
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#endif // RENDERER_COMPOSITOR_RD_H
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