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Commit Graph

19 Commits

Author SHA1 Message Date
Matias N. Goldberg
acf439e96d Keep processing Graphics if there are pending operations
Fixes #90017
Fixes #90030
Fixes #98044

This PR makes the following changes:

# Force processing of GPU commands for frame_count frames

The variable `frames_pending_resources_for_processing` is added to track
this.

The ticket #98044 suggested to use `_flush_and_stall_for_all_frames()`
while minimized.

Technically this works and is a viable solution.

However I noticed that this issue was happening because Logic/Physics
continue to work "business as usual" while minimized(\*). Only Graphics
was being deactivated (which caused commands to accumulate until window
is restored).

To continue this behavior of "business as usual", I decided that GPU
work should also "continue as usual" by buffering commands in a double
or triple buffer scheme until all commands are done processing (if they
ever stop coming). This is specially important if the app specifically
intends to keep processing while minimized.

Calling `_flush_and_stall_for_all_frames()` would fix the leak, but it
would make  Godot's behavior different while minimized vs while the
window is presenting.

\* `OS::add_frame_delay` _does_ consider being minimized, but it just
throttles CPU usage. Some platforms such as Android completely disable
processing because the higher level code stops being called when the app
goes into background. But this seems like an implementation-detail that
diverges from the rest of the platforms (e.g. Windows, Linux & macOS
continue to process while minimized).

# Rename p_swap_buffers for p_present

**This is potentially a breaking change** (if it actually breaks
anything, I ignore. But I strongly suspect it doesn't break anything).

"Swap Buffers" is a concept carried from OpenGL, where a frame is "done"
when `glSwapBuffers()` is called, which basically means "present to the
screen".

However it _also_ means that OpenGL internally swaps its internal
buffers in a double/triple buffer scheme (in Vulkan, we do that
ourselves and is tracked by `RenderingDevice::frame`).

Modern APIs like Vulkan differentiate between "submitting GPU work" and
"presenting".

Before this PR, calling `RendererCompositorRD::end_frame(false)` would
literally do nothing. This is often undesired and the cause of the leak.
After this PR, calling `RendererCompositorRD::end_frame(false)` will now
process commands, swap our internal buffers in a double/triple buffer
scheme **but avoid presenting to the screen**.

Hence the rename of the variable from `p_swap_buffers` to `p_present`
(which slightly alters its behavior).
If we want `RendererCompositorRD::end_frame(false)` to do nothing, then
we should not call it at all.

This PR reflects such change: When we're minimized **_and_**
`has_pending_resources_for_processing()` returns false, we don't call
`RendererCompositorRD::end_frame()` at all.

But if `has_pending_resources_for_processing()` returns true, we will
call it, but with `p_present = false` because we're minimized.

There's still the issue that Godot keeps processing work (logic,
scripts, physics) while minimized, which we shouldn't do by default. But
that's work for follow up PR.
2024-12-11 14:13:29 -03:00
Adam Scott
0d350e7108 Set clang-format RemoveSemicolon rule to true
- Set clang-format `Standard` rule to `c++20`
2024-10-25 13:49:43 -04:00
Dario
e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00
Bastiaan Olij
1eb0039b6e Fix regression around OpenGL swapchain optimisation for OpenXR 2024-07-29 12:46:58 +10:00
jsjtxietian
f6aabd2b72 Make dummy rendering server appear as a high end platform
to fix vulkan shader compile error when exporting
2024-02-16 23:33:50 +08:00
Dario
73eff10c76 Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
Bastiaan Olij
d6caa69e11 Skip swapchain logic if there is nothing to present (Android OpenXR) 2024-01-08 21:51:04 +11:00
Rémi Verschelde
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
clayjohn
154b9c1c91 Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.

This results in much faster rendering on low-end devices
but improves speed on all devices.
2022-10-06 11:24:45 -07:00
Bastiaan Olij
ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
Bastiaan Olij
997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
clayjohn
3bb8e6a9fe SkyShaders working 2022-05-11 21:00:21 -07:00
Bastiaan Olij
0b4fd92a17 Moved particles into ParticlesStorage 2022-04-17 13:13:22 +10:00
Bastiaan Olij
b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00
Bastiaan Olij
6b28d94e77 Merge canvas and decal into TextureStorage and add render target 2022-04-17 12:59:50 +10:00
Bastiaan Olij
b8be7903f3 Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage 2022-04-02 16:29:04 +11:00
Bastiaan Olij
36defd1179 Extract global variable, shader and material storage 2022-03-31 21:49:42 +11:00
Bastiaan Olij
0fe06e9467 Extract Decal and Decal atlas from Storage class 2022-03-21 12:22:43 +11:00
Bastiaan Olij
57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00