예제 #1
0
void GraphicsEngine::render_performFrame() {
    // Some plugins process message events, allowing paintGL to be called reentrantly.

    _renderFrameCount++;

    auto lastPaintBegin = usecTimestampNow();
    PROFILE_RANGE_EX(render, __FUNCTION__, 0xff0000ff, (uint64_t)_renderFrameCount);
    PerformanceTimer perfTimer("paintGL");

    DisplayPluginPointer displayPlugin;
    {
        PROFILE_RANGE(render, "/getActiveDisplayPlugin");
        displayPlugin = qApp->getActiveDisplayPlugin();
    }

    {
        PROFILE_RANGE(render, "/pluginBeginFrameRender");
        // If a display plugin loses it's underlying support, it
        // needs to be able to signal us to not use it
        if (!displayPlugin->beginFrameRender(_renderFrameCount)) {
            QMetaObject::invokeMethod(qApp, "updateDisplayMode");
            return;
        }
    }

    RenderArgs renderArgs;
    glm::mat4  HMDSensorPose;
    glm::mat4  eyeToWorld;
    glm::mat4  sensorToWorld;
    ViewFrustum viewFrustum;

    bool isStereo;
    glm::mat4  stereoEyeOffsets[2];
    glm::mat4  stereoEyeProjections[2];

    {
        QMutexLocker viewLocker(&_renderArgsMutex);
        renderArgs = _appRenderArgs._renderArgs;

        // don't render if there is no context.
        if (!_appRenderArgs._renderArgs._context) {
            return;
        }

        HMDSensorPose = _appRenderArgs._headPose;
        eyeToWorld = _appRenderArgs._eyeToWorld;
        sensorToWorld = _appRenderArgs._sensorToWorld;
        isStereo = _appRenderArgs._isStereo;
        for_each_eye([&](Eye eye) {
            stereoEyeOffsets[eye] = _appRenderArgs._eyeOffsets[eye];
            stereoEyeProjections[eye] = _appRenderArgs._eyeProjections[eye];
        });
        viewFrustum = _appRenderArgs._renderArgs.getViewFrustum();
    }

    {
        PROFILE_RANGE(render, "/gpuContextReset");
        getGPUContext()->beginFrame(_appRenderArgs._view, HMDSensorPose);
        // Reset the gpu::Context Stages
        // Back to the default framebuffer;
        gpu::doInBatch("Application_render::gpuContextReset", getGPUContext(), [&](gpu::Batch& batch) {
            batch.resetStages();
        });

        if (isStereo) {
            renderArgs._context->enableStereo(true);
            renderArgs._context->setStereoProjections(stereoEyeProjections);
            renderArgs._context->setStereoViews(stereoEyeOffsets);
        }
    }

    gpu::FramebufferPointer finalFramebuffer;
    QSize finalFramebufferSize;
    {
        PROFILE_RANGE(render, "/getOutputFramebuffer");
        // Primary rendering pass
        auto framebufferCache = DependencyManager::get<FramebufferCache>();
        finalFramebufferSize = framebufferCache->getFrameBufferSize();
        // Final framebuffer that will be handed to the display-plugin
        finalFramebuffer = framebufferCache->getFramebuffer();
    }

    if (!_programsCompiled.load()) {
        gpu::doInBatch("splashFrame", _gpuContext, [&](gpu::Batch& batch) {
            batch.setFramebuffer(finalFramebuffer);
            batch.enableSkybox(true);
            batch.enableStereo(isStereo);
            batch.setViewportTransform({ 0, 0, finalFramebuffer->getSize() });
            _splashScreen->render(batch, viewFrustum);
        });
    } else {
        {
            PROFILE_RANGE(render, "/renderOverlay");
            PerformanceTimer perfTimer("renderOverlay");
            // NOTE: There is no batch associated with this renderArgs
            // the ApplicationOverlay class assumes it's viewport is setup to be the device size
            renderArgs._viewport = glm::ivec4(0, 0, qApp->getDeviceSize());
            qApp->getApplicationOverlay().renderOverlay(&renderArgs);
        }

        {
            PROFILE_RANGE(render, "/updateCompositor");
            qApp->getApplicationCompositor().setFrameInfo(_renderFrameCount, eyeToWorld, sensorToWorld);
        }

        {
            PROFILE_RANGE(render, "/runRenderFrame");
            renderArgs._hudOperator = displayPlugin->getHUDOperator();
            renderArgs._hudTexture = qApp->getApplicationOverlay().getOverlayTexture();
            renderArgs._blitFramebuffer = finalFramebuffer;
            render_runRenderFrame(&renderArgs);
        }
    }

    auto frame = getGPUContext()->endFrame();
    frame->frameIndex = _renderFrameCount;
    frame->framebuffer = finalFramebuffer;
    frame->framebufferRecycler = [](const gpu::FramebufferPointer& framebuffer) {
        auto frameBufferCache = DependencyManager::get<FramebufferCache>();
        if (frameBufferCache) {
            frameBufferCache->releaseFramebuffer(framebuffer);
        }
    };
    // deliver final scene rendering commands to the display plugin
    {
        PROFILE_RANGE(render, "/pluginOutput");
        PerformanceTimer perfTimer("pluginOutput");
        _renderLoopCounter.increment();
        displayPlugin->submitFrame(frame);
    }

    // Reset the framebuffer and stereo state
    renderArgs._blitFramebuffer.reset();
    renderArgs._context->enableStereo(false);

#if !defined(DISABLE_QML)
    {
        auto stats = Stats::getInstance();
        if (stats) {
            stats->setRenderDetails(renderArgs._details);
        }
    }
#endif

    uint64_t lastPaintDuration = usecTimestampNow() - lastPaintBegin;
    _frameTimingsScriptingInterface.addValue(lastPaintDuration);
}
예제 #2
0
void Application::paintGL() {
    // Some plugins process message events, allowing paintGL to be called reentrantly.
    if (_aboutToQuit || _window->isMinimized()) {
        return;
    }

    _renderFrameCount++;
    _lastTimeRendered.start();

    auto lastPaintBegin = usecTimestampNow();
    PROFILE_RANGE_EX(render, __FUNCTION__, 0xff0000ff, (uint64_t)_renderFrameCount);
    PerformanceTimer perfTimer("paintGL");

    if (nullptr == _displayPlugin) {
        return;
    }

    DisplayPluginPointer displayPlugin;
    {
        PROFILE_RANGE(render, "/getActiveDisplayPlugin");
        displayPlugin = getActiveDisplayPlugin();
    }

    {
        PROFILE_RANGE(render, "/pluginBeginFrameRender");
        // If a display plugin loses it's underlying support, it
        // needs to be able to signal us to not use it
        if (!displayPlugin->beginFrameRender(_renderFrameCount)) {
            QMetaObject::invokeMethod(this, "updateDisplayMode");
            return;
        }
    }

    RenderArgs renderArgs;
    glm::mat4  HMDSensorPose;
    glm::mat4  eyeToWorld;
    glm::mat4  sensorToWorld;

    bool isStereo;
    glm::mat4  stereoEyeOffsets[2];
    glm::mat4  stereoEyeProjections[2];

    {
        QMutexLocker viewLocker(&_renderArgsMutex);
        renderArgs = _appRenderArgs._renderArgs;

        // don't render if there is no context.
        if (!_appRenderArgs._renderArgs._context) {
            return;
        }

        HMDSensorPose = _appRenderArgs._headPose;
        eyeToWorld = _appRenderArgs._eyeToWorld;
        sensorToWorld = _appRenderArgs._sensorToWorld;
        isStereo = _appRenderArgs._isStereo;
        for_each_eye([&](Eye eye) {
            stereoEyeOffsets[eye] = _appRenderArgs._eyeOffsets[eye];
            stereoEyeProjections[eye] = _appRenderArgs._eyeProjections[eye];
        });
    }

    {
        PROFILE_RANGE(render, "/gpuContextReset");
        _gpuContext->beginFrame(HMDSensorPose);
        // Reset the gpu::Context Stages
        // Back to the default framebuffer;
        gpu::doInBatch(_gpuContext, [&](gpu::Batch& batch) {
            batch.resetStages();
        });
    }


    {
        PROFILE_RANGE(render, "/renderOverlay");
        PerformanceTimer perfTimer("renderOverlay");
        // NOTE: There is no batch associated with this renderArgs
        // the ApplicationOverlay class assumes it's viewport is setup to be the device size
        renderArgs._viewport = glm::ivec4(0, 0, getDeviceSize());
        _applicationOverlay.renderOverlay(&renderArgs);
    }

    {
        PROFILE_RANGE(render, "/updateCompositor");
        getApplicationCompositor().setFrameInfo(_renderFrameCount, eyeToWorld, sensorToWorld);
    }

    gpu::FramebufferPointer finalFramebuffer;
    QSize finalFramebufferSize;
    {
        PROFILE_RANGE(render, "/getOutputFramebuffer");
        // Primary rendering pass
        auto framebufferCache = DependencyManager::get<FramebufferCache>();
        finalFramebufferSize = framebufferCache->getFrameBufferSize();
        // Final framebuffer that will be handled to the display-plugin
        finalFramebuffer = framebufferCache->getFramebuffer();
    }

    {
        if (isStereo) {
            renderArgs._context->enableStereo(true);
            renderArgs._context->setStereoProjections(stereoEyeProjections);
            renderArgs._context->setStereoViews(stereoEyeOffsets);
        }

        renderArgs._hudOperator = displayPlugin->getHUDOperator();
        renderArgs._hudTexture = _applicationOverlay.getOverlayTexture();
        renderArgs._blitFramebuffer = finalFramebuffer;
        runRenderFrame(&renderArgs);
    }

    auto frame = _gpuContext->endFrame();
    frame->frameIndex = _renderFrameCount;
    frame->framebuffer = finalFramebuffer;
    frame->framebufferRecycler = [](const gpu::FramebufferPointer& framebuffer) {
        DependencyManager::get<FramebufferCache>()->releaseFramebuffer(framebuffer);
    };
    // deliver final scene rendering commands to the display plugin
    {
        PROFILE_RANGE(render, "/pluginOutput");
        PerformanceTimer perfTimer("pluginOutput");
        _renderLoopCounter.increment();
        displayPlugin->submitFrame(frame);
    }

    // Reset the framebuffer and stereo state
    renderArgs._blitFramebuffer.reset();
    renderArgs._context->enableStereo(false);

    {
        Stats::getInstance()->setRenderDetails(renderArgs._details);
    }

    uint64_t lastPaintDuration = usecTimestampNow() - lastPaintBegin;
    _frameTimingsScriptingInterface.addValue(lastPaintDuration);
}