Add multi-threaded scene rendering with Job System

This commit is contained in:
Wojtek Figat
2022-11-06 15:35:43 +01:00
parent 183636289a
commit 9c7da16c1a
23 changed files with 564 additions and 160 deletions

View File

@@ -555,7 +555,7 @@ void AnimatedModel::UpdateBounds()
BoundingBox::Transform(_boxLocal, _transform, _box);
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
void AnimatedModel::UpdateSockets()
@@ -713,7 +713,13 @@ void AnimatedModel::Draw(RenderContext& renderContext)
_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(_transform.Translation, renderContext.View.Position + renderContext.View.Origin));
if (_skinningData.IsReady())
{
_skinningData.Flush(GPUDevice::Instance->GetMainContext());
// Flush skinning data with GPU
if (_skinningData.IsDirty())
{
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
RenderContext::GPULocker.Unlock();
}
SkinnedMesh::DrawInfo draw;
draw.Buffer = &Entries;
@@ -749,7 +755,13 @@ void AnimatedModel::Draw(RenderContextBatch& renderContextBatch)
_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(_transform.Translation, renderContext.View.Position + renderContext.View.Origin));
if (_skinningData.IsReady())
{
_skinningData.Flush(GPUDevice::Instance->GetMainContext());
// Flush skinning data with GPU
if (_skinningData.IsDirty())
{
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
RenderContext::GPULocker.Unlock();
}
SkinnedMesh::DrawInfo draw;
draw.Buffer = &Entries;
@@ -948,7 +960,7 @@ void AnimatedModel::OnTransformChanged()
BoundingBox::Transform(_boxLocal, _transform, _box);
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
void AnimatedModel::WaitForModelLoad()

View File

@@ -20,7 +20,7 @@ void ModelInstanceActor::SetEntries(const Array<ModelInstanceEntry>& value)
Entries[i] = value[i];
}
if (anyChanged && _sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
void ModelInstanceActor::SetMaterial(int32 entryIndex, MaterialBase* material)
@@ -33,7 +33,7 @@ void ModelInstanceActor::SetMaterial(int32 entryIndex, MaterialBase* material)
return;
Entries[entryIndex].Material = material;
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
MaterialInstance* ModelInstanceActor::CreateAndSetVirtualMaterialInstance(int32 entryIndex)
@@ -45,7 +45,7 @@ MaterialInstance* ModelInstanceActor::CreateAndSetVirtualMaterialInstance(int32
const auto result = material->CreateVirtualInstance();
Entries[entryIndex].Material = result;
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
return result;
}
@@ -56,12 +56,12 @@ void ModelInstanceActor::WaitForModelLoad()
void ModelInstanceActor::OnLayerChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
void ModelInstanceActor::OnEnable()
{
GetSceneRendering()->AddActor(this, _sceneRenderingKey);
GetSceneRendering()->AddActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
// Base
Actor::OnEnable();
@@ -72,5 +72,5 @@ void ModelInstanceActor::OnDisable()
// Base
Actor::OnDisable();
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}

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@@ -13,7 +13,7 @@ API_CLASS(Abstract) class FLAXENGINE_API ModelInstanceActor : public Actor
{
DECLARE_SCENE_OBJECT_ABSTRACT(ModelInstanceActor);
protected:
int32 _sceneRenderingKey = -1;
int32 _sceneRenderingKey = -1; // Uses SceneRendering::DrawCategory::SceneDrawAsync
public:
/// <summary>

View File

@@ -210,7 +210,7 @@ void SplineModel::OnSplineUpdated()
BoundingSphere::Merge(_sphere, _instances[i].Sphere, _sphere);
BoundingBox::FromSphere(_sphere, _box);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
void SplineModel::UpdateDeformationBuffer()
@@ -309,8 +309,7 @@ void SplineModel::UpdateDeformationBuffer()
}
// Flush data with GPU
auto context = GPUDevice::Instance->GetMainContext();
context->UpdateBuffer(_deformationBuffer, _deformationBufferData, size);
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_deformationBuffer, _deformationBufferData, size);
// Static splines are rarely updated so release scratch memory
if (IsTransformStatic())
@@ -359,7 +358,11 @@ void SplineModel::Draw(RenderContext& renderContext)
// Build mesh deformation buffer for the whole spline
if (_deformationDirty)
{
RenderContext::GPULocker.Lock();
UpdateDeformationBuffer();
RenderContext::GPULocker.Unlock();
}
// Draw all segments
DrawCall drawCall;

View File

@@ -173,7 +173,7 @@ void StaticModel::OnModelChanged()
if (Model && !Model->IsLoaded())
UpdateBounds();
else if (!Model && _sceneRenderingKey != -1)
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
void StaticModel::OnModelLoaded()
@@ -190,7 +190,7 @@ void StaticModel::OnModelLoaded()
}
else
{
GetSceneRendering()->AddActor(this, _sceneRenderingKey);
GetSceneRendering()->AddActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
}
}
@@ -199,7 +199,7 @@ void StaticModel::OnModelResidencyChanged()
{
if (_sceneRenderingKey == -1 && _scene && Model && Model->GetLoadedLODs() > 0 && _residencyChangedModel)
{
GetSceneRendering()->AddActor(this, _sceneRenderingKey);
GetSceneRendering()->AddActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
_residencyChangedModel->ResidencyChanged.Unbind<StaticModel, &StaticModel::OnModelResidencyChanged>(this);
_residencyChangedModel = nullptr;
}
@@ -219,11 +219,12 @@ void StaticModel::UpdateBounds()
}
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
void StaticModel::FlushVertexColors()
{
RenderContext::GPULocker.Lock();
for (int32 lodIndex = 0; lodIndex < _vertexColorsCount; lodIndex++)
{
auto& vertexColorsData = _vertexColorsData[lodIndex];
@@ -236,7 +237,7 @@ void StaticModel::FlushVertexColors()
if (vertexColorsBuffer->GetSize() != size)
{
if (vertexColorsBuffer->Init(GPUBufferDescription::Vertex(sizeof(Color32), vertexColorsData.Count())))
return;
break;
}
GPUDevice::Instance->GetMainContext()->UpdateBuffer(vertexColorsBuffer, vertexColorsData.Get(), size);
}
@@ -245,6 +246,7 @@ void StaticModel::FlushVertexColors()
SAFE_DELETE_GPU_RESOURCE(vertexColorsBuffer);
}
}
RenderContext::GPULocker.Unlock();
}
bool StaticModel::HasContentLoaded() const
@@ -559,7 +561,7 @@ void StaticModel::OnEnable()
}
else
{
GetSceneRendering()->AddActor(this, _sceneRenderingKey);
GetSceneRendering()->AddActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
}
@@ -574,7 +576,7 @@ void StaticModel::OnDisable()
if (_sceneRenderingKey != -1)
{
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
}
if (_residencyChangedModel)
{

View File

@@ -1,25 +1,14 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#define SCENE_RENDERING_USE_PROFILER 0
#define SCENE_RENDERING_USE_PROFILER_PER_ACTOR 0
#include "SceneRendering.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Threading/JobSystem.h"
#include "Engine/Threading/Threading.h"
#if SCENE_RENDERING_USE_PROFILER
#include "Engine/Profiler/ProfilerCPU.h"
#endif
FORCE_INLINE bool FrustumsListCull(const BoundingSphere& bounds, const BoundingFrustum* frustums, int32 frustumsCount)
{
for (int32 i = 0; i < frustumsCount; i++)
{
if (frustums[i].Intersects(bounds))
return true;
}
return false;
}
ISceneRenderingListener::~ISceneRenderingListener()
{
@@ -38,99 +27,65 @@ void ISceneRenderingListener::ListenSceneRendering(SceneRendering* scene)
}
}
FORCE_INLINE bool FrustumsListCull(const BoundingSphere& bounds, const Array<BoundingFrustum>& frustums)
{
const int32 count = frustums.Count();
const BoundingFrustum* data = frustums.Get();
for (int32 i = 0; i < count; i++)
{
if (data[i].Intersects(bounds))
return true;
}
return false;
}
void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory category)
{
ScopeLock lock(Locker);
auto& view = renderContextBatch.GetMainContext().View;
const Vector3 origin = view.Origin;
for (auto& renderContext : renderContextBatch.Contexts)
renderContext.List->Scenes.Add(this);
auto& list = Actors[(int32)category];
_drawListData = list.Get();
_drawListSize = list.Count();
_drawBatch = &renderContextBatch;
// Setup frustum data
Array<BoundingFrustum, RendererAllocation> frustumsData;
BoundingFrustum* frustums = &view.CullingFrustum;
int32 frustumsCount = renderContextBatch.Contexts.Count();
auto& frustumsData = _drawFrustumsData;
const int32 frustumsCount = renderContextBatch.Contexts.Count();
if (frustumsCount != 1)
{
frustumsData.Resize(frustumsCount);
frustums = frustumsData.Get();
for (int32 i = 0; i < frustumsCount; i++)
frustums[i] = renderContextBatch.Contexts[i].View.CullingFrustum;
frustumsData.Get()[i] = renderContextBatch.Contexts[i].View.CullingFrustum;
}
#define CHECK_ACTOR ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || FrustumsListCull(e.Bounds, frustums, frustumsCount)))
#define CHECK_ACTOR_SINGLE_FRUSTUM ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || frustums->Intersects(e.Bounds)))
#if SCENE_RENDERING_USE_PROFILER
#define DRAW_ACTOR(mode) PROFILE_CPU_ACTOR(e.Actor); e.Actor->Draw(mode)
#else
#define DRAW_ACTOR(mode) e.Actor->Draw(mode)
#endif
// Draw all visual components
if (view.IsOfflinePass)
_drawListIndex = -1;
if (_drawListSize >= 64 && category == SceneDrawAsync)
{
// Offline pass with additional static flags culling
for (int32 i = 0; i < list.Count(); i++)
{
auto e = list.Get()[i];
e.Bounds.Center -= origin;
if (CHECK_ACTOR && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
{
DRAW_ACTOR(renderContextBatch);
}
}
}
else if (origin.IsZero() && frustumsCount == 1)
{
// Fast path for no origin shifting with a single context
RenderContext& renderContext = renderContextBatch.GetMainContext();
for (int32 i = 0; i < list.Count(); i++)
{
auto e = list.Get()[i];
if (CHECK_ACTOR_SINGLE_FRUSTUM)
{
DRAW_ACTOR(renderContext);
}
}
}
else if (origin.IsZero())
{
// Fast path for no origin shifting
for (int32 i = 0; i < list.Count(); i++)
{
auto e = list.Get()[i];
if (CHECK_ACTOR)
{
DRAW_ACTOR(renderContextBatch);
}
}
// Run in async via Job System
Function<void(int32)> func;
func.Bind<SceneRendering, &SceneRendering::DrawActorsJob>(this);
const uint64 waitLabel = JobSystem::Dispatch(func, JobSystem::GetThreadsCount());
renderContextBatch.WaitLabels.Add(waitLabel);
}
else
{
// Generic case
for (int32 i = 0; i < list.Count(); i++)
{
auto e = list.Get()[i];
e.Bounds.Center -= origin;
if (CHECK_ACTOR)
{
DRAW_ACTOR(renderContextBatch);
}
}
// Scene is small so draw on a main-thread
DrawActorsJob(0);
}
#undef CHECK_ACTOR
#undef DRAW_ACTOR
#if USE_EDITOR
if (view.Pass & DrawPass::GBuffer && category == SceneDraw)
{
// Draw physics shapes
if (view.Flags & ViewFlags::PhysicsDebug || view.Mode == ViewMode::PhysicsColliders)
{
const PhysicsDebugCallback* physicsDebugData = PhysicsDebug.Get();
for (int32 i = 0; i < PhysicsDebug.Count(); i++)
{
PhysicsDebug[i](view);
physicsDebugData[i](view);
}
}
}
@@ -144,7 +99,7 @@ void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
#endif
for (int32 i = 0; i < PostFxProviders.Count(); i++)
{
PostFxProviders[i]->Collect(renderContext);
PostFxProviders.Get()[i]->Collect(renderContext);
}
}
@@ -174,7 +129,7 @@ void SceneRendering::AddActor(Actor* a, int32& key, DrawCategory category)
key = 0;
for (; key < list.Count(); key++)
{
if (list[key].Actor == nullptr)
if (list.Get()[key].Actor == nullptr)
break;
}
if (key == list.Count())
@@ -217,3 +172,65 @@ void SceneRendering::RemoveActor(Actor* a, int32& key, DrawCategory category)
}
key = -1;
}
#define FOR_EACH_BATCH_ACTOR const int64 count = _drawListSize; while (true) { const int64 index = Platform::InterlockedIncrement(&_drawListIndex); if (index >= count) break; auto e = _drawListData[index];
#define CHECK_ACTOR ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || FrustumsListCull(e.Bounds, _drawFrustumsData)))
#define CHECK_ACTOR_SINGLE_FRUSTUM ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || view.CullingFrustum.Intersects(e.Bounds)))
#if SCENE_RENDERING_USE_PROFILER_PER_ACTOR
#define DRAW_ACTOR(mode) PROFILE_CPU_ACTOR(e.Actor); e.Actor->Draw(mode)
#else
#define DRAW_ACTOR(mode) e.Actor->Draw(mode)
#endif
void SceneRendering::DrawActorsJob(int32 i)
{
PROFILE_CPU();
auto& mainContext = _drawBatch->GetMainContext();
const auto& view = mainContext.View;
if (view.IsOfflinePass)
{
// Offline pass with additional static flags culling
FOR_EACH_BATCH_ACTOR
e.Bounds.Center -= view.Origin;
if (CHECK_ACTOR && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
{
DRAW_ACTOR(*_drawBatch);
}
}
}
else if (view.Origin.IsZero() && _drawFrustumsData.Count() == 1)
{
// Fast path for no origin shifting with a single context
FOR_EACH_BATCH_ACTOR
if (CHECK_ACTOR_SINGLE_FRUSTUM)
{
DRAW_ACTOR(mainContext);
}
}
}
else if (view.Origin.IsZero())
{
// Fast path for no origin shifting
FOR_EACH_BATCH_ACTOR
if (CHECK_ACTOR)
{
DRAW_ACTOR(*_drawBatch);
}
}
}
else
{
// Generic case
FOR_EACH_BATCH_ACTOR
e.Bounds.Center -= view.Origin;
if (CHECK_ACTOR)
{
DRAW_ACTOR(*_drawBatch);
}
}
}
}
#undef FOR_EACH_BATCH_ACTOR
#undef CHECK_ACTOR
#undef DRAW_ACTOR

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@@ -5,6 +5,7 @@
#include "Engine/Core/Delegate.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Math/BoundingSphere.h"
#include "Engine/Core/Math/BoundingFrustum.h"
#include "Engine/Level/Actor.h"
#include "Engine/Platform/CriticalSection.h"
@@ -81,6 +82,7 @@ public:
enum DrawCategory
{
SceneDraw = 0,
SceneDrawAsync,
PreRender,
PostRender,
MAX
@@ -161,4 +163,13 @@ public:
ViewportIcons.Remove(obj);
}
#endif
private:
Array<BoundingFrustum> _drawFrustumsData;
DrawActor* _drawListData;
int64 _drawListSize;
volatile int64 _drawListIndex;
RenderContextBatch* _drawBatch;
void DrawActorsJob(int32 i);
};