vkdoom_m/src/rendering/swrenderer/scene/r_scene.cpp
2020-04-11 14:00:20 +02:00

460 lines
14 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "filesystem.h"
#include "doomdef.h"
#include "doomstat.h"
#include "r_sky.h"
#include "stats.h"
#include "v_video.h"
#include "a_sharedglobal.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "cmdlib.h"
#include "d_net.h"
#include "g_level.h"
#include "p_effect.h"
#include "po_man.h"
#include "st_stuff.h"
#include "r_data/r_interpolate.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_translucent_pass.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/segments/r_portalsegment.h"
#include "swrenderer/plane/r_visibleplanelist.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_thread.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
#include "swrenderer/things/r_playersprite.h"
#include <chrono>
#ifdef WIN32
void PeekThreadedErrorPane();
#endif
EXTERN_CVAR(Int, r_clearbuffer)
EXTERN_CVAR(Int, r_debug_draw)
CVAR(Int, r_scene_multithreaded, 0, 0);
CVAR(Bool, r_models, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
bool r_modelscene = false;
namespace swrenderer
{
cycle_t WallCycles, PlaneCycles, MaskedCycles, DrawerWaitCycles;
RenderScene::RenderScene()
{
Threads.push_back(std::unique_ptr<RenderThread>(new RenderThread(this)));
}
RenderScene::~RenderScene()
{
StopThreads();
}
void RenderScene::SetClearColor(int color)
{
clearcolor = color;
}
void RenderScene::RenderView(player_t *player, DCanvas *target, void *videobuffer, int bufferpitch)
{
auto viewport = MainThread()->Viewport.get();
viewport->RenderTarget = target;
viewport->RenderingToCanvas = false;
R_ExecuteSetViewSize(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow);
int width = SCREENWIDTH;
int height = SCREENHEIGHT;
float trueratio;
ActiveRatio(width, height, &trueratio);
viewport->SetViewport(player->camera->Level, MainThread(), width, height, trueratio);
/*r_modelscene = r_models && Models.Size() > 0;
if (r_modelscene)
{
if (!DepthStencil || DepthStencil->Width() != viewport->RenderTarget->GetWidth() || DepthStencil->Height() != viewport->RenderTarget->GetHeight())
{
DepthStencil.reset();
DepthStencil.reset(new PolyDepthStencil(viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight()));
}
PolyTriangleDrawer::SetViewport(MainThread()->DrawQueue, 0, 0, viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight(), viewport->RenderTarget, DepthStencil.get());
PolyTriangleDrawer::ClearStencil(MainThread()->DrawQueue, 0);
}*/
if (r_clearbuffer != 0 || r_debug_draw != 0)
{
if (!viewport->RenderTarget->IsBgra())
{
memset(viewport->RenderTarget->GetPixels(), clearcolor, viewport->RenderTarget->GetPitch() * viewport->RenderTarget->GetHeight());
}
else
{
PalEntry bgracolor = GPalette.BaseColors[clearcolor];
bgracolor.a = 255;
int size = viewport->RenderTarget->GetPitch() * viewport->RenderTarget->GetHeight();
uint32_t *dest = (uint32_t *)viewport->RenderTarget->GetPixels();
for (int i = 0; i < size; i++)
dest[i] = bgracolor.d;
}
DrawerThreads::ResetDebugDrawPos();
}
RenderActorView(player->mo, true, false);
if (videobuffer != target->GetPixels())
{
auto copyqueue = std::make_shared<DrawerCommandQueue>(MainThread()->FrameMemory.get());
copyqueue->Push<MemcpyCommand>(videobuffer, bufferpitch, target->GetPixels(), target->GetWidth(), target->GetHeight(), target->GetPitch(), target->IsBgra() ? 4 : 1);
DrawerThreads::Execute(copyqueue);
}
DrawerWaitCycles.Clock();
DrawerThreads::WaitForWorkers();
DrawerWaitCycles.Unclock();
}
void RenderScene::RenderActorView(AActor *actor, bool renderPlayerSprites, bool dontmaplines)
{
WallCycles.Reset();
PlaneCycles.Reset();
MaskedCycles.Reset();
DrawerWaitCycles.Reset();
R_SetupFrame(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, actor);
if (APART(R_OldBlend)) NormalLight.Maps = realcolormaps.Maps;
else NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS * 256 * R_OldBlend;
CameraLight::Instance()->SetCamera(MainThread()->Viewport->viewpoint, MainThread()->Viewport->RenderTarget, actor);
MainThread()->Viewport->SetupFreelook();
this->dontmaplines = dontmaplines;
R_UpdateFuzzPosFrameStart();
if (r_modelscene)
MainThread()->Viewport->SetupPolyViewport(MainThread());
FRenderViewpoint origviewpoint = MainThread()->Viewport->viewpoint;
ActorRenderFlags savedflags = MainThread()->Viewport->viewpoint.camera->renderflags;
// Never draw the player unless in chasecam mode
if (!MainThread()->Viewport->viewpoint.showviewer)
{
MainThread()->Viewport->viewpoint.camera->renderflags |= RF_INVISIBLE;
}
RenderThreadSlices();
// Mirrors fail to restore the original viewpoint -- we need it for the HUD weapon to draw correctly.
MainThread()->Viewport->viewpoint = origviewpoint;
if (r_modelscene)
MainThread()->Viewport->SetupPolyViewport(MainThread());
if (renderPlayerSprites)
RenderPSprites();
MainThread()->Viewport->viewpoint.camera->renderflags = savedflags;
}
void RenderScene::RenderPSprites()
{
// Player sprites needs to be rendered after all the slices because they may be hardware accelerated.
// If they are not hardware accelerated the drawers must run after all sliced drawers finished.
DrawerWaitCycles.Clock();
DrawerThreads::WaitForWorkers();
DrawerWaitCycles.Unclock();
MainThread()->DrawQueue->Clear();
MainThread()->PlayerSprites->Render();
DrawerThreads::Execute(MainThread()->DrawQueue);
}
void RenderScene::RenderThreadSlices()
{
int numThreads = std::thread::hardware_concurrency();
if (numThreads == 0)
numThreads = 1;
if (r_scene_multithreaded == 0 || r_multithreaded == 0)
numThreads = 1;
else if (r_scene_multithreaded != 1)
numThreads = r_scene_multithreaded;
if (numThreads != (int)Threads.size())
{
StopThreads();
StartThreads(numThreads);
}
// Setup threads:
std::unique_lock<std::mutex> start_lock(start_mutex);
for (int i = 0; i < numThreads; i++)
{
*Threads[i]->Viewport = *MainThread()->Viewport;
*Threads[i]->Light = *MainThread()->Light;
Threads[i]->X1 = viewwidth * i / numThreads;
Threads[i]->X2 = viewwidth * (i + 1) / numThreads;
}
run_id++;
start_lock.unlock();
// Notify threads to run
if (Threads.size() > 1)
{
start_condition.notify_all();
}
// Do the main thread ourselves:
RenderThreadSlice(MainThread());
// Wait for everyone to finish:
if (Threads.size() > 1)
{
using namespace std::chrono_literals;
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
if (!end_condition.wait_for(end_lock, 5s, [&]() { return finished_threads == Threads.size(); }))
{
#ifdef WIN32
PeekThreadedErrorPane();
#endif
// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
int *threadCrashed = nullptr;
*threadCrashed = 0xdeadbeef;
}
finished_threads = 0;
}
// Change main thread back to covering the whole screen for player sprites
MainThread()->X1 = 0;
MainThread()->X2 = viewwidth;
}
void RenderScene::RenderThreadSlice(RenderThread *thread)
{
thread->DrawQueue->Clear();
thread->FrameMemory->Clear();
thread->Clip3D->Cleanup();
thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
thread->Portal->CopyStackedViewParameters();
thread->ClipSegments->Clear(0, viewwidth);
thread->DrawSegments->Clear();
thread->PlaneList->Clear();
thread->TranslucentPass->Clear();
thread->OpaquePass->ClearClip();
thread->OpaquePass->ResetFakingUnderwater(); // [RH] Hack to make windows into underwater areas possible
thread->Portal->SetMainPortal();
/*if (r_modelscene && thread->MainThread)
PolyTriangleDrawer::ClearStencil(MainThread()->DrawQueue, 0);
PolyTriangleDrawer::SetViewport(thread->DrawQueue, viewwindowx, viewwindowy, viewwidth, viewheight, thread->Viewport->RenderTarget, DepthStencil.get());
PolyTriangleDrawer::SetScissor(thread->DrawQueue, viewwindowx, viewwindowy, viewwidth, viewheight);*/
// Cull things outside the range seen by this thread
VisibleSegmentRenderer visitor;
if (thread->X1 > 0)
thread->ClipSegments->Clip(0, thread->X1, true, &visitor);
if (thread->X2 < viewwidth)
thread->ClipSegments->Clip(thread->X2, viewwidth, true, &visitor);
thread->OpaquePass->RenderScene(thread->Viewport->Level());
thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
if (viewactive)
{
thread->PlaneList->Render();
thread->Portal->RenderPlanePortals();
thread->Portal->RenderLinePortals();
thread->TranslucentPass->Render();
}
DrawerThreads::Execute(thread->DrawQueue);
}
void RenderScene::StartThreads(size_t numThreads)
{
while (Threads.size() < (size_t)numThreads)
{
std::unique_ptr<RenderThread> thread(new RenderThread(this, false));
auto renderthread = thread.get();
int start_run_id = run_id;
thread->thread = std::thread([=]()
{
int last_run_id = start_run_id;
while (true)
{
// Wait until we are signalled to run:
std::unique_lock<std::mutex> start_lock(start_mutex);
start_condition.wait(start_lock, [&]() { return run_id != last_run_id || shutdown_flag; });
if (shutdown_flag)
break;
last_run_id = run_id;
start_lock.unlock();
RenderThreadSlice(renderthread);
// Notify main thread that we finished:
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
end_lock.unlock();
end_condition.notify_all();
}
});
Threads.push_back(std::move(thread));
}
}
void RenderScene::StopThreads()
{
std::unique_lock<std::mutex> lock(start_mutex);
shutdown_flag = true;
lock.unlock();
start_condition.notify_all();
while (Threads.size() > 1)
{
Threads.back()->thread.join();
Threads.pop_back();
}
lock.lock();
shutdown_flag = false;
}
void RenderScene::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
{
auto viewport = MainThread()->Viewport.get();
// Save a bunch of silly globals:
auto savedViewpoint = viewport->viewpoint;
auto savedViewwindow = viewport->viewwindow;
auto savedviewwindowx = viewwindowx;
auto savedviewwindowy = viewwindowy;
auto savedviewwidth = viewwidth;
auto savedviewheight = viewheight;
auto savedviewactive = viewactive;
auto savedRenderTarget = viewport->RenderTarget;
// Setup the view:
viewport->RenderTarget = canvas;
viewport->RenderingToCanvas = true;
R_SetWindow(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, 12, width, height, height, true);
viewwindowx = x;
viewwindowy = y;
viewactive = true;
viewport->SetViewport(actor->Level, MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
if (r_modelscene)
{
if (!DepthStencil || DepthStencil->Width() != viewport->RenderTarget->GetWidth() || DepthStencil->Height() != viewport->RenderTarget->GetHeight())
{
DepthStencil.reset();
DepthStencil.reset(new PolyDepthStencil(viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight()));
}
}
// Render:
RenderActorView(actor, false, dontmaplines);
DrawerWaitCycles.Clock();
DrawerThreads::WaitForWorkers();
DrawerWaitCycles.Unclock();
viewport->RenderingToCanvas = false;
// Restore silly globals:
viewport->viewpoint = savedViewpoint;
viewport->viewwindow = savedViewwindow;
viewwindowx = savedviewwindowx;
viewwindowy = savedviewwindowy;
viewwidth = savedviewwidth;
viewheight = savedviewheight;
viewactive = savedviewactive;
viewport->RenderTarget = savedRenderTarget;
}
void RenderScene::Deinit()
{
MainThread()->TranslucentPass->Deinit();
MainThread()->Clip3D->Cleanup();
}
/////////////////////////////////////////////////////////////////////////
ADD_STAT(fps)
{
FString out;
out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms drawers=%04.1f ms",
FrameCycles.TimeMS(), WallCycles.TimeMS(), PlaneCycles.TimeMS(), MaskedCycles.TimeMS(), DrawerWaitCycles.TimeMS());
return out;
}
static double f_acc, w_acc, p_acc, m_acc, drawer_acc;
static int acc_c;
ADD_STAT(fps_accumulated)
{
f_acc += FrameCycles.TimeMS();
w_acc += WallCycles.TimeMS();
p_acc += PlaneCycles.TimeMS();
m_acc += MaskedCycles.TimeMS();
drawer_acc += DrawerWaitCycles.TimeMS();
acc_c++;
FString out;
out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms drawers=%04.1f ms %d counts",
f_acc / acc_c, w_acc / acc_c, p_acc / acc_c, m_acc / acc_c, drawer_acc / acc_c, acc_c);
Printf(PRINT_LOG, "%s\n", out.GetChars());
return out;
}
static double bestwallcycles = HUGE_VAL;
ADD_STAT(wallcycles)
{
FString out;
double cycles = WallCycles.Time();
if (cycles && cycles < bestwallcycles)
bestwallcycles = cycles;
out.Format("%g", bestwallcycles);
return out;
}
CCMD(clearwallcycles)
{
bestwallcycles = HUGE_VAL;
}
}