Remove OpenGL threaded rendering

This commit is contained in:
Attila Uygun 2023-06-26 14:46:06 +02:00
parent b07ce8514e
commit ce440f2913
12 changed files with 312 additions and 909 deletions

View File

@ -1,7 +1,2 @@
BasedOnStyle: Chromium
Standard: Cpp11
MacroBlockBegin: "^\
RENDER_COMMAND_BEGIN$"
MacroBlockEnd: "^\
RENDER_COMMAND_END$"

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@ -78,7 +78,6 @@ add_library(kaliber SHARED
../../../src/engine/platform/asset_file.cc
../../../src/engine/platform/platform_android.cc
../../../src/engine/renderer/geometry.cc
../../../src/engine/renderer/opengl/render_command.cc
../../../src/engine/renderer/opengl/renderer_opengl_android.cc
../../../src/engine/renderer/opengl/renderer_opengl.cc
../../../src/engine/renderer/renderer_types.cc

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@ -111,7 +111,6 @@ ENGINE_SRC := \
$(SRC_ROOT)/engine/platform/asset_file.cc \
$(SRC_ROOT)/engine/platform/platform_linux.cc \
$(SRC_ROOT)/engine/renderer/geometry.cc \
$(SRC_ROOT)/engine/renderer/opengl/render_command.cc \
$(SRC_ROOT)/engine/renderer/opengl/renderer_opengl_linux.cc \
$(SRC_ROOT)/engine/renderer/opengl/renderer_opengl.cc \
$(SRC_ROOT)/engine/renderer/renderer_types.cc \

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@ -25,8 +25,6 @@ Platform::Platform() {
shared_data_path_ = "./";
LOG << "Shared data path: " << shared_data_path_.c_str();
XInitThreads();
bool res = CreateWindow(800, 1205);
CHECK(res) << "Failed to create window.";

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@ -1,36 +0,0 @@
#include "engine/renderer/opengl/render_command.h"
#include "engine/asset/image.h"
#include "engine/asset/mesh.h"
#include "engine/asset/shader_source.h"
#ifdef _DEBUG
#define RENDER_COMMAND_IMPL(NAME, GLOBAL) \
NAME::NAME() : RenderCommand(CMD_ID, GLOBAL, #NAME) {}
#else
#define RENDER_COMMAND_IMPL(NAME, GLOBAL) \
NAME::NAME() : RenderCommand(CMD_ID, GLOBAL) {}
#endif
namespace eng {
RENDER_COMMAND_IMPL(CmdPresent, false);
RENDER_COMMAND_IMPL(CmdInvalidateAllResources, true);
RENDER_COMMAND_IMPL(CmdCreateTexture, true);
RENDER_COMMAND_IMPL(CmdUpdateTexture, true);
RENDER_COMMAND_IMPL(CmdDestoryTexture, true);
RENDER_COMMAND_IMPL(CmdActivateTexture, false);
RENDER_COMMAND_IMPL(CmdCreateGeometry, true);
RENDER_COMMAND_IMPL(CmdDestroyGeometry, true);
RENDER_COMMAND_IMPL(CmdDrawGeometry, false);
RENDER_COMMAND_IMPL(CmdCreateShader, true);
RENDER_COMMAND_IMPL(CmdDestroyShader, true);
RENDER_COMMAND_IMPL(CmdActivateShader, false);
RENDER_COMMAND_IMPL(CmdSetUniformVec2, false);
RENDER_COMMAND_IMPL(CmdSetUniformVec3, false);
RENDER_COMMAND_IMPL(CmdSetUniformVec4, false);
RENDER_COMMAND_IMPL(CmdSetUniformMat4, false);
RENDER_COMMAND_IMPL(CmdSetUniformInt, false);
RENDER_COMMAND_IMPL(CmdSetUniformFloat, false);
} // namespace eng

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@ -1,139 +0,0 @@
#ifndef ENGINE_RENDERER_OPENGL_RENDER_COMMAND_H
#define ENGINE_RENDERER_OPENGL_RENDER_COMMAND_H
#include <array>
#include <memory>
#include <string>
#include "base/hash.h"
#include "base/vecmath.h"
#include "engine/renderer/renderer_types.h"
namespace eng {
class Image;
class ShaderSource;
class Mesh;
#define RENDER_COMMAND_BEGIN(NAME) \
struct NAME : RenderCommand { \
static constexpr CommandId CMD_ID = base::Hash(#NAME); \
NAME();
#define RENDER_COMMAND_END \
} \
;
struct RenderCommand {
using CommandId = size_t;
static constexpr CommandId INVALID_CMD_ID = 0;
#ifdef _DEBUG
RenderCommand(CommandId id, bool g, const char* name)
: cmd_id(id), global(g), cmd_name(name) {}
#else
RenderCommand(CommandId id, bool g) : cmd_id(id), global(g) {}
#endif
virtual ~RenderCommand() = default;
const CommandId cmd_id = INVALID_CMD_ID;
// Global render commands are guaranteed to be processed. Others commands are
// frame specific and can be discared by the renderer if not throttled.
const bool global = false;
#ifdef _DEBUG
std::string cmd_name;
#endif
};
RENDER_COMMAND_BEGIN(CmdPresent)
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdInvalidateAllResources)
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdCreateTexture)
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdUpdateTexture)
std::unique_ptr<Image> image;
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdDestoryTexture)
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdActivateTexture)
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdCreateGeometry)
std::unique_ptr<Mesh> mesh;
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdDestroyGeometry)
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdDrawGeometry)
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdCreateShader)
std::unique_ptr<ShaderSource> source;
VertexDescription vertex_description;
uint64_t resource_id;
bool enable_depth_test;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdDestroyShader)
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdActivateShader)
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdSetUniformVec2)
std::string name;
base::Vector2f v;
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdSetUniformVec3)
std::string name;
base::Vector3f v;
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdSetUniformVec4)
std::string name;
base::Vector4f v;
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdSetUniformMat4)
std::string name;
base::Matrix4f m;
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdSetUniformInt)
std::string name;
int i;
uint64_t resource_id;
RENDER_COMMAND_END
RENDER_COMMAND_BEGIN(CmdSetUniformFloat)
std::string name;
float f;
uint64_t resource_id;
RENDER_COMMAND_END
} // namespace eng
#endif // ENGINE_RENDERER_OPENGL_RENDER_COMMAND_H

File diff suppressed because it is too large Load Diff

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@ -6,35 +6,15 @@
#include <unordered_map>
#include <vector>
#define THREADED_RENDERING
#ifdef THREADED_RENDERING
#include <condition_variable>
#include <deque>
#include <future>
#include <mutex>
#include <semaphore>
#include <thread>
#endif // THREADED_RENDERING
#include "engine/renderer/opengl/opengl.h"
#include "engine/renderer/renderer.h"
#if defined(__ANDROID__)
struct ANativeWindow;
#endif
#ifdef THREADED_RENDERING
namespace base {
class TaskRunner;
}
#endif // THREADED_RENDERING
namespace eng {
struct RenderCommand;
class RendererOpenGL final : public Renderer {
public:
RendererOpenGL(base::Closure context_lost_cb);
@ -113,13 +93,9 @@ class RendererOpenGL final : public Renderer {
bool enable_depth_test = false;
};
struct TextureOpenGL {
GLuint id = 0;
};
std::unordered_map<uint64_t, GeometryOpenGL> geometries_;
std::unordered_map<uint64_t, ShaderOpenGL> shaders_;
std::unordered_map<uint64_t, TextureOpenGL> textures_;
std::unordered_map<uint64_t, GLuint> textures_;
uint64_t last_resource_id_ = 0;
GLuint active_shader_id_ = 0;
@ -130,23 +106,6 @@ class RendererOpenGL final : public Renderer {
bool is_initialized_ = false;
#ifdef THREADED_RENDERING
// Global commands are independent from frames and guaranteed to be processed.
std::deque<std::unique_ptr<RenderCommand>> global_commands_;
// Draw commands are fame specific and can be discarded if the rendering is
// not throttled.
std::deque<std::unique_ptr<RenderCommand>> draw_commands_[2];
std::condition_variable cv_;
std::mutex mutex_;
std::thread render_thread_;
bool terminate_render_thread_ = false;
std::counting_semaphore<> draw_complete_semaphore_{0};
std::shared_ptr<base::TaskRunner> main_thread_task_runner_;
#endif // THREADED_RENDERING
// Stats.
size_t fps_ = 0;
@ -158,43 +117,12 @@ class RendererOpenGL final : public Renderer {
GLXContext glx_context_ = NULL;
#endif
bool InitInternal();
bool InitCommon();
void ShutdownInternal();
void OnDestroy();
void ContextLost();
void DestroyAllResources();
bool StartRenderThread();
#ifdef THREADED_RENDERING
void RenderThreadMain(std::promise<bool> promise);
#endif // THREADED_RENDERING
void EnqueueCommand(std::unique_ptr<RenderCommand> cmd);
void ProcessCommand(RenderCommand* cmd);
void HandleCmdPresent(RenderCommand* cmd);
void HandleCmdCreateTexture(RenderCommand* cmd);
void HandleCmdUpdateTexture(RenderCommand* cmd);
void HandleCmdDestoryTexture(RenderCommand* cmd);
void HandleCmdActivateTexture(RenderCommand* cmd);
void HandleCmdCreateGeometry(RenderCommand* cmd);
void HandleCmdDestroyGeometry(RenderCommand* cmd);
void HandleCmdDrawGeometry(RenderCommand* cmd);
void HandleCmdCreateShader(RenderCommand* cmd);
void HandleCmdDestroyShader(RenderCommand* cmd);
void HandleCmdActivateShader(RenderCommand* cmd);
void HandleCmdSetUniformVec2(RenderCommand* cmd);
void HandleCmdSetUniformVec3(RenderCommand* cmd);
void HandleCmdSetUniformVec4(RenderCommand* cmd);
void HandleCmdSetUniformMat4(RenderCommand* cmd);
void HandleCmdSetUniformFloat(RenderCommand* cmd);
void HandleCmdSetUniformInt(RenderCommand* cmd);
void BindTexture(GLuint id);
bool SetupVertexLayout(const VertexDescription& vd,
GLuint vertex_size,

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@ -12,14 +12,6 @@ bool RendererOpenGL::Initialize(Platform* platform) {
LOG << "Initializing renderer.";
window_ = platform->GetWindow();
return StartRenderThread();
}
void RendererOpenGL::OnDestroy() {
ndk_helper::GLContext::GetInstance()->Invalidate();
}
bool RendererOpenGL::InitInternal() {
ndk_helper::GLContext* gl_context = ndk_helper::GLContext::GetInstance();
if (!gl_context->IsInitialzed()) {
@ -48,21 +40,23 @@ bool RendererOpenGL::InitInternal() {
return InitCommon();
}
void RendererOpenGL::OnDestroy() {
ndk_helper::GLContext::GetInstance()->Invalidate();
}
void RendererOpenGL::ShutdownInternal() {
ndk_helper::GLContext::GetInstance()->Suspend();
}
void RendererOpenGL::HandleCmdPresent(RenderCommand* cmd) {
void RendererOpenGL::Present() {
if (EGL_SUCCESS != ndk_helper::GLContext::GetInstance()->Swap()) {
ContextLost();
return;
}
#ifdef THREADED_RENDERING
draw_complete_semaphore_.release();
#endif // THREADED_RENDERING
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
active_shader_id_ = 0;
active_texture_id_ = 0;
fps_++;
}
} // namespace eng

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@ -16,12 +16,6 @@ bool RendererOpenGL::Initialize(Platform* platform) {
screen_width_ = xwa.width;
screen_height_ = xwa.height;
return StartRenderThread();
}
void RendererOpenGL::OnDestroy() {}
bool RendererOpenGL::InitInternal() {
GLint glx_attributes[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER,
None};
XVisualInfo* visual_info = glXChooseVisual(display_, 0, glx_attributes);
@ -41,6 +35,8 @@ bool RendererOpenGL::InitInternal() {
return InitCommon();
}
void RendererOpenGL::OnDestroy() {}
void RendererOpenGL::ShutdownInternal() {
if (display_ && glx_context_) {
glXMakeCurrent(display_, None, NULL);
@ -49,16 +45,12 @@ void RendererOpenGL::ShutdownInternal() {
}
}
void RendererOpenGL::HandleCmdPresent(RenderCommand* cmd) {
if (display_) {
glXSwapBuffers(display_, window_);
#ifdef THREADED_RENDERING
draw_complete_semaphore_.release();
#endif // THREADED_RENDERING
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
active_shader_id_ = 0;
active_texture_id_ = 0;
}
void RendererOpenGL::Present() {
glXSwapBuffers(display_, window_);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
active_shader_id_ = 0;
active_texture_id_ = 0;
fps_++;
}
} // namespace eng

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@ -14,7 +14,7 @@ const char kLayoutDelimiter[] = ";/ \t";
namespace eng {
bool ParseVertexDescription(std::string vd_str, VertexDescription& out) {
bool ParseVertexDescription(const std::string& vd_str, VertexDescription& out) {
// Parse the description.
char buffer[32];
strcpy(buffer, vd_str.c_str());

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@ -41,7 +41,7 @@ using DataTypeSize = size_t;
using VertexDescription =
std::vector<std::tuple<AttribType, DataType, ElementCount, DataTypeSize>>;
bool ParseVertexDescription(std::string vd_str, VertexDescription& out);
bool ParseVertexDescription(const std::string& vd_str, VertexDescription& out);
} // namespace eng