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#include "RenderQueue.h"
#include "RenderBatcher.h"
#include "RenderResources.h"
#include "RenderStatistics.h"
#include "GL/GLDebug.h"
#include "../Application.h"
#include "GL/GLScissorTest.h"
#include "GL/GLDepthTest.h"
#include "GL/GLBlending.h"
#include "../Base/Algorithms.h"
#include "../tracy_opengl.h"
namespace nCine
{
RenderQueue::RenderQueue()
{
opaqueQueue_.reserve(16);
opaqueBatchedQueue_.reserve(16);
transparentQueue_.reserve(16);
transparentBatchedQueue_.reserve(16);
}
bool RenderQueue::IsEmpty() const
{
return (opaqueQueue_.empty() && transparentQueue_.empty());
}
void RenderQueue::AddCommand(RenderCommand* command)
{
// Calculating the material sorting key before adding the command to the queue
command->CalculateMaterialSortKey();
if (!command->GetMaterial().IsBlendingEnabled()) {
opaqueQueue_.push_back(command);
} else {
transparentQueue_.push_back(command);
}
}
namespace
{
bool descendingOrder(const RenderCommand* a, const RenderCommand* b)
{
return (a->GetMaterialSortKey() != b->GetMaterialSortKey())
? a->GetMaterialSortKey() > b->GetMaterialSortKey()
: a->GetIdSortKey() > b->GetIdSortKey();
}
bool ascendingOrder(const RenderCommand* a, const RenderCommand* b)
{
return (a->GetMaterialSortKey() != b->GetMaterialSortKey())
? a->GetMaterialSortKey() < b->GetMaterialSortKey()
: a->GetIdSortKey() < b->GetIdSortKey();
}
#if defined(DEATH_DEBUG) && defined(NCINE_PROFILING)
const char* commandTypeString(const RenderCommand& command)
{
switch (command.GetType()) {
case RenderCommand::Type::Unspecified: return "unspecified";
case RenderCommand::Type::Sprite: return "sprite";
case RenderCommand::Type::MeshSprite: return "mesh sprite";
case RenderCommand::Type::TileMap: return "tile map";
case RenderCommand::Type::Particle: return "particle";
case RenderCommand::Type::Lighting: return "lighting";
case RenderCommand::Type::Text: return "text";
# if defined(WITH_IMGUI)
case RenderCommand::Type::ImGui: return "imgui";
# endif
default: return "unknown";
}
}
#endif
}
void RenderQueue::SortAndCommit()
{
#if defined(DEATH_DEBUG)
static char debugString[128];
#endif
const bool batchingEnabled = theApplication().GetRenderingSettings().batchingEnabled;
// Sorting the queues with the relevant orders
sort(opaqueQueue_.begin(), opaqueQueue_.end(), descendingOrder);
sort(transparentQueue_.begin(), transparentQueue_.end(), ascendingOrder);
SmallVectorImpl<RenderCommand*>* opaques = batchingEnabled ? &opaqueBatchedQueue_ : &opaqueQueue_;
SmallVectorImpl<RenderCommand*>* transparents = batchingEnabled ? &transparentBatchedQueue_ : &transparentQueue_;
if (batchingEnabled) {
ZoneScopedNC("Batching", 0x81A861);
// Always create batches after sorting
RenderResources::GetRenderBatcher().CreateBatches(opaqueQueue_, opaqueBatchedQueue_);
RenderResources::GetRenderBatcher().CreateBatches(transparentQueue_, transparentBatchedQueue_);
}
// Avoid GPU stalls by uploading to VBOs, IBOs and UBOs before drawing
if (!opaques->empty()) {
ZoneScopedNC("Commit opaques", 0x81A861);
#if defined(DEATH_DEBUG)
std::size_t length = formatInto(debugString, "Commit {} opaque command(s) for viewport 0x{:x}", opaques->size(), std::uintptr_t(RenderResources::GetCurrentViewport()));
GLDebug::ScopedGroup scoped({ debugString, length });
#endif
for (RenderCommand* opaqueRenderCommand : *opaques) {
opaqueRenderCommand->CommitAll();
}
}
if (!transparents->empty()) {
ZoneScopedNC("Commit transparents", 0x81A861);
#if defined(DEATH_DEBUG)
std::size_t length = formatInto(debugString, "Commit {} transparent command(s) for viewport 0x{:x}", transparents->size(), std::uintptr_t(RenderResources::GetCurrentViewport()));
GLDebug::ScopedGroup scoped({ debugString, length });
#endif
for (RenderCommand* transparentRenderCommand : *transparents) {
transparentRenderCommand->CommitAll();
}
}
}
void RenderQueue::Draw()
{
#if defined(DEATH_DEBUG) && defined(NCINE_PROFILING)
static char debugString[128];
#endif
const bool batchingEnabled = theApplication().GetRenderingSettings().batchingEnabled;
SmallVectorImpl<RenderCommand*>* opaques = batchingEnabled ? &opaqueBatchedQueue_ : &opaqueQueue_;
SmallVectorImpl<RenderCommand*>* transparents = batchingEnabled ? &transparentBatchedQueue_ : &transparentQueue_;
#if defined(DEATH_DEBUG) && defined(NCINE_PROFILING)
std::uint32_t commandIndex = 0;
#endif
// Rendering opaque nodes front to back
for (RenderCommand* opaqueRenderCommand : *opaques) {
TracyGpuZone("Opaque");
#if defined(DEATH_DEBUG) && defined(NCINE_PROFILING)
const std::int32_t numInstances = opaqueRenderCommand->GetInstanceCount();
const std::int32_t batchSize = opaqueRenderCommand->GetBatchSize();
const std::uint16_t layer = opaqueRenderCommand->GetLayer();
const std::uint16_t visitOrder = opaqueRenderCommand->GetVisitOrder();
std::size_t length;
if (numInstances > 0) {
length = formatInto(debugString, "Opaque {} ({} {} on layer {}, visit order {}, sort key 0x{:x})",
commandIndex, numInstances, commandTypeString(*opaqueRenderCommand), layer, visitOrder, opaqueRenderCommand->GetMaterialSortKey());
} else if (batchSize > 0) {
length = formatInto(debugString, "Opaque {} ({} {} on layer {}, visit order {}, sort key 0x{:x})",
commandIndex, batchSize, commandTypeString(*opaqueRenderCommand), layer, visitOrder, opaqueRenderCommand->GetMaterialSortKey());
} else {
length = formatInto(debugString, "Opaque {} ({} {} layer {}, visit order {}, sort key 0x{:x})",
commandIndex, commandTypeString(*opaqueRenderCommand), layer, visitOrder, opaqueRenderCommand->GetMaterialSortKey());
}
GLDebug::ScopedGroup scoped({ debugString, length });
commandIndex++;
#endif
#if defined(NCINE_PROFILING)
RenderStatistics::GatherStatistics(*opaqueRenderCommand);
#endif
opaqueRenderCommand->CommitCameraTransformation();
opaqueRenderCommand->Issue();
}
GLBlending::Enable();
GLDepthTest::DisableDepthMask();
// Rendering transparent nodes back to front
for (RenderCommand* transparentRenderCommand : *transparents) {
TracyGpuZone("Transparent");
#if defined(DEATH_DEBUG) && defined(NCINE_PROFILING)
const std::int32_t numInstances = transparentRenderCommand->GetInstanceCount();
const std::int32_t batchSize = transparentRenderCommand->GetBatchSize();
const std::uint16_t layer = transparentRenderCommand->GetLayer();
const std::uint16_t visitOrder = transparentRenderCommand->GetVisitOrder();
std::size_t length;
if (numInstances > 0) {
length = formatInto(debugString, "Transparent {} ({} {} on layer {}, visit order {}, sort key 0x{:x})",
commandIndex, numInstances, commandTypeString(*transparentRenderCommand), layer, visitOrder, transparentRenderCommand->GetMaterialSortKey());
} else if (batchSize > 0) {
length = formatInto(debugString, "Transparent {} ({} {} on layer {}, visit order {}, sort key 0x{:x})",
commandIndex, batchSize, commandTypeString(*transparentRenderCommand), layer, visitOrder, transparentRenderCommand->GetMaterialSortKey());
} else {
length = formatInto(debugString, "Transparent {} ({} on layer {}, visit order {}, sort key 0x{:x})",
commandIndex, commandTypeString(*transparentRenderCommand), layer, visitOrder, transparentRenderCommand->GetMaterialSortKey());
}
GLDebug::ScopedGroup scoped({ debugString, length });
commandIndex++;
#endif
#if defined(NCINE_PROFILING)
RenderStatistics::GatherStatistics(*transparentRenderCommand);
#endif
GLBlending::SetBlendFunc(transparentRenderCommand->GetMaterial().GetSrcBlendingFactor(), transparentRenderCommand->GetMaterial().GetDestBlendingFactor());
transparentRenderCommand->CommitCameraTransformation();
transparentRenderCommand->Issue();
}
// Depth mask has to be enabled again before exiting this method or glClear(GL_DEPTH_BUFFER_BIT) won't have any effect
GLDepthTest::EnableDepthMask();
GLBlending::Disable();
GLScissorTest::Disable();
}
void RenderQueue::Clear()
{
opaqueQueue_.clear();
opaqueBatchedQueue_.clear();
transparentQueue_.clear();
transparentBatchedQueue_.clear();
RenderResources::GetRenderBatcher().Reset();
}
}
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