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Threaded optimizations to cull and render

-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
This commit is contained in:
reduz
2021-01-04 17:00:44 -03:00
parent 5d2a1d7892
commit 77bc3e9ac3
14 changed files with 634 additions and 381 deletions

View File

@@ -425,10 +425,44 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
struct GeometryInstanceSurfaceDataCache;
template <PassMode p_pass_mode>
_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
struct RenderListParameters {
GeometryInstanceSurfaceDataCache **elements = nullptr;
int element_count = 0;
bool reverse_cull = false;
PassMode pass_mode = PASS_MODE_COLOR;
bool no_gi = false;
RID render_pass_uniform_set;
bool force_wireframe = false;
Vector2 uv_offset;
Plane lod_plane;
float lod_distance_multiplier = 0.0;
float screen_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) {
elements = p_elements;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
pass_mode = p_pass_mode;
no_gi = p_no_gi;
render_pass_uniform_set = p_render_pass_uniform_set;
force_wireframe = p_force_wireframe;
uv_offset = p_uv_offset;
lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
screen_lod_threshold = p_screen_lod_threshold;
}
};
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
template <PassMode p_pass_mode>
_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
LocalVector<RD::DrawListID> thread_draw_lists;
void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
uint32_t render_list_thread_threshold = 500;
void _fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false);