mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-19 03:49:19 +02:00
Draw the recorded instance draws with the variant seed they were recorded with
This commit is contained in:
@@ -405,6 +405,16 @@ editor goes through the first `dynamiclights` headlights, the reflections throug
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writing to it (`waits`, should stay at 0) and how many times a buffer had to grow (`grown`, a few times after the start).
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With `gfx.gpucull yes` and `gfx.gpucull.multidraw yes` the `multi draw blocks:` row shows the same for the data of the
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parts of models drawn with multi draws (one block per draw, written once a frame).
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- Shift+F12 shows below `gpu frame total:` the `gpu frame parts:` of the main view: marks of time put one after another
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through the frame, so each part lasts until the next one begins and the parts add up to the frame with nothing left out
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(`frame setup`, `sun shadows 1` to `3` — 1 the nearest, with the culling of the cascade —, `reflections`, `lamp and
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headlight shadows`, `clear, clusters, lights`, `clouds, fog volume`, `sky`, `scene depth` and `contact shadows depth` when
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drawn, `colour, opaque` — with the culling, the occlusion depth and the depth prepass of the instances —,
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`colour, translucent and cab`, `resolve, ambient occlusion, motion blur`, `exposure, bloom`, `tonemapping, output`, `ui`,
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and `other viewports` when there are more of them; only those in the context of the main window are counted). The timings
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under `gpu steps:` are measured each from its own pair of marks, and the first mark of a pair can be put while the graphics
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card still works on what came before, so a short step right after a heavy one may show some of that work; the parts don't.
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Like the other timings, they are of a frame a few frames back.
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- `gfx.gldebug yes` turns on the OpenGL debug output (`KHR_debug`); messages go to the log.
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## Building
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110
gl/query.cpp
110
gl/query.cpp
@@ -2,6 +2,8 @@
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#include "query.h"
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#include "utilities/Globals.h"
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#include <cstring>
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gl::query::query(targets target)
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: target(target)
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{
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@@ -122,3 +124,111 @@ void gl::gpu_timer::collect()
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m_pending[slot] = false;
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}
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}
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gl::gpu_timeline::~gpu_timeline()
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{
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for (auto &frame : m_frames)
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{
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if (frame.queries[0] != 0)
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glDeleteQueries(static_cast<GLsizei>(frame.queries.size()), frame.queries.data());
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}
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}
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void gl::gpu_timeline::begin(char const *Name)
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{
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if (m_active)
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end();
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collect();
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auto &frame = m_frames[m_slot];
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m_active = !frame.pending;
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if (!m_active)
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return;
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if (frame.queries[0] == 0)
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glCreateQueries(GL_TIMESTAMP, static_cast<GLsizei>(frame.queries.size()), frame.queries.data());
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frame.count = 0;
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next(Name);
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}
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void gl::gpu_timeline::next(char const *Name)
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{
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if (!m_active)
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return;
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auto &frame = m_frames[m_slot];
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// the last mark is kept for end(); past the limit the part under way goes on
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if (frame.count + 1 >= MARKS)
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return;
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glQueryCounter(frame.queries[frame.count], GL_TIMESTAMP);
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frame.names[frame.count] = Name;
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++frame.count;
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}
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void gl::gpu_timeline::end()
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{
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if (!m_active)
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return;
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auto &frame = m_frames[m_slot];
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glQueryCounter(frame.queries[frame.count], GL_TIMESTAMP);
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frame.names[frame.count] = nullptr;
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++frame.count;
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frame.pending = true;
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m_slot = (m_slot + 1) % SLOTS;
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m_active = false;
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}
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std::vector<gl::gpu_timeline::part> const &gl::gpu_timeline::result()
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{
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collect();
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return m_last;
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}
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void gl::gpu_timeline::collect()
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{
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// frames finish in the order they were issued, oldest first
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for (size_t i = 0; i < SLOTS; ++i)
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{
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auto &frame = m_frames[(m_slot + i) % SLOTS];
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if (!frame.pending)
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continue;
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auto ready = true;
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for (size_t mark = 0; (mark < frame.count) && ready; ++mark)
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{
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GLint available = GL_FALSE;
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glGetQueryObjectiv(frame.queries[mark], GL_QUERY_RESULT_AVAILABLE, &available);
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ready = (available != GL_FALSE);
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}
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if (!ready)
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break;
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m_last.clear();
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GLuint64 first = 0;
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GLuint64 previous = 0;
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for (size_t mark = 0; mark < frame.count; ++mark)
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{
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GLuint64 time = 0;
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glGetQueryObjectui64v(frame.queries[mark], GL_QUERY_RESULT, &time);
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if (mark == 0)
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first = time;
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else
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{
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auto const length = (time >= previous ? time - previous : 0);
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auto const *name = frame.names[mark - 1];
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auto lookup = m_last.begin();
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while ((lookup != m_last.end()) && (std::strcmp(lookup->name, name) != 0))
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++lookup;
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if (lookup != m_last.end())
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lookup->time += length;
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else
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m_last.push_back({name, length});
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}
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previous = time;
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}
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m_total = (previous >= first ? previous - first : 0);
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frame.pending = false;
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}
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}
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57
gl/query.h
57
gl/query.h
@@ -2,6 +2,7 @@
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#include <array>
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#include <optional>
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#include <vector>
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#include "object.h"
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@@ -65,4 +66,60 @@ class gpu_timer
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bool m_active = false;
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std::optional<uint64_t> m_last;
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};
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// gpu time of the parts of a frame, from GL_TIMESTAMP queries put one after another: a part lasts from its mark to the next
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// one, so the parts add up to the time from the first mark to the last, with nothing left out and nothing counted twice.
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// the first mark of a gpu_timer is put while the gpu may still be busy with what came before, so its time can hold the tail
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// of that work; in the run of marks that time goes to the part it belongs to. results are read a few frames later without
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// stalling; if the gpu falls further behind, the frame is skipped
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class gpu_timeline
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{
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public:
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struct part
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{
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char const *name;
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uint64_t time; // nanoseconds
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};
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gpu_timeline() = default;
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~gpu_timeline();
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gpu_timeline(const gpu_timeline &) = delete;
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gpu_timeline &operator=(const gpu_timeline &) = delete;
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// starts the frame with its first part. the names are kept as pointers: string literals
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void begin(char const *Name);
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// ends the part under way and starts the next one
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void next(char const *Name);
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void end();
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bool active() const
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{
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return m_active;
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}
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// parts of the most recent finished frame in the order they came first, the time of parts of the same name added up
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std::vector<part> const &result();
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// from the first mark of that frame to the last
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uint64_t total() const
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{
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return m_total;
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}
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private:
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void collect();
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static constexpr size_t SLOTS = 4;
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static constexpr size_t MARKS = 32; // per frame, the last one included
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struct frame
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{
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std::array<GLuint, MARKS> queries{};
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std::array<char const *, MARKS> names{};
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size_t count = 0; // marks put
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bool pending = false;
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};
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std::array<frame, SLOTS> m_frames;
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// slot written by the next begin(), also the oldest one still pending
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size_t m_slot = 0;
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bool m_active = false;
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std::vector<part> m_last;
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uint64_t m_total = 0;
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};
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}
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@@ -652,6 +652,8 @@ bool opengl46_renderer::Render()
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m_gllasttime = *result;
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m_timequery->begin();
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}
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// the context of the main view is current here, the one of the previous frame's end
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m_gputimeline.begin("frame setup");
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// fetch simulation data
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if (simulation::is_ready)
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@@ -729,6 +731,7 @@ bool opengl46_renderer::Render()
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gl::framebuffer::unbind();
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m_current_viewport = &(*m_viewports.front());
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m_gputimeline.end();
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/*
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m_debugtimestext += "cpu: " + to_string(Timer::subsystem.gfx_color.average(), 2) + " ms (" + std::to_string(m_cellqueue.size()) + " sectors)\n" +=
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"cpu swap: " + to_string(Timer::subsystem.gfx_swap.average(), 2) + " ms\n" += "uilayer: " + to_string(Timer::subsystem.gfx_gui.average(), 2) + "ms\n" +=
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@@ -780,6 +783,15 @@ void opengl46_renderer::SwapBuffers()
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m_debugtimestext += " swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n";
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if (m_gllasttime)
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m_debugtimestext += "gpu frame total: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + " ms\n";
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// the parts follow one another and add up to the frame; the steps below are timed each on its own and can hold the tail
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// of the work before them
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if( auto const &gpuparts { m_gputimeline.result() }; false == gpuparts.empty() ) {
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m_debugtimestext += "gpu frame parts: " + to_string( static_cast<double>( m_gputimeline.total() ) / 1000000.0, 3 ) + " ms\n";
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for( auto const &part : gpuparts ) {
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m_debugtimestext += " " + std::string{ part.name } + ": " + to_string( static_cast<double>( part.time ) / 1000000.0, 3 ) + " ms\n";
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}
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m_debugtimestext += "gpu steps:\n";
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}
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if (auto const clusterstime = m_clusterstimer.result())
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m_debugtimestext += " clusters: " + to_string(static_cast<double>(*clusterstime) / 1000000.0, 3) + " ms\n";
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if (auto const culltime = m_cullstimer.result())
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@@ -1063,6 +1075,11 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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}
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m_colorpass = m_renderpass; // cache pass data
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// parts of the gpu time of the frame; the marks go through the main view only, in the context they were begun in
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auto const gpupart = [this, &vp](char const *Name) {
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if (vp.main)
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m_gputimeline.next(Name);
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};
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scene_ubs.time = Timer::GetTime();
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{
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@@ -1135,6 +1152,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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if (Global.gfx_envmap_enabled && vp.main)
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{
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gpupart("reflections");
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// potentially update environmental cube map
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m_renderpass.draw_stats = {};
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Timer::subsystem.gfx_reflections.start();
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@@ -1149,11 +1167,13 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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if (vp.main)
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{
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gpupart("lamp and headlight shadows");
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Render_local_shadows();
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Render_lamp_shadows();
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Render_headlight_shadows();
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}
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gpupart("clear, clusters, lights");
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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setup_drawing(false);
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@@ -1231,6 +1251,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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}
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// the clouds of the view and the fog volume, which take the lights of the clusters and the shadow map of the pass
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gpupart("clouds, fog volume");
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{
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auto const fogtarget{ Global.gfx_skippipeline ? target_size : glm::ivec2{ vp.width, vp.height } };
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if( vp.main ) {
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@@ -1244,6 +1265,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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}
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glDebug("render environment");
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gpupart("sky");
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scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
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// back to the rotation of the camera after the faces of the environment map, which are drawn with their own
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@@ -1261,14 +1283,19 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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if ((Global.gfx_depthprepass_scene || contactshadows) && vp.main && (false == Global.bWireFrame))
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{
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glDebug("render scene depth");
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gpupart("scene depth");
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Render_Scene_Depth(future);
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if (contactshadows)
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{
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gpupart("contact shadows depth");
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Setup_Contact_Shadows(vp);
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}
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}
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if (vp.main)
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m_contactshadowslast = m_contactshadows;
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// opaque parts...
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gpupart("colour, opaque");
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setup_drawing(false);
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// without rain/snow we can render the cab early to limit the overdraw
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@@ -1299,6 +1326,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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// ...translucent parts
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glDebug("render translucent region");
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gpupart("colour, translucent and cab");
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setup_drawing(true);
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Render_Alpha(simulation::Region);
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Render_editor_overlay();
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@@ -1359,6 +1387,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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if (!Global.gfx_skippipeline)
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{
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gpupart("resolve, ambient occlusion, motion blur");
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// the targets of the ambient occlusion are there only when it was on at the start
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auto const aomode{(vp.ssao_tex != nullptr) ? Global.gfx_postfx_ao : 0};
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if (Global.gfx_postfx_motionblur_enabled)
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@@ -1389,6 +1418,7 @@ if (!Global.gfx_skippipeline)
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}
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}
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gpupart("exposure, bloom");
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// the exposure follows the main view; the other viewports use it too
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if (Global.gfx_postfx_autoexposure && vp.main)
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m_exposure.measure(*vp.main2_tex, Timer::GetDeltaRenderTime());
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@@ -1407,6 +1437,7 @@ if (!Global.gfx_skippipeline)
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if (bloomtexture != nullptr)
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tonemapinput.push_back(bloomtexture);
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gpupart("tonemapping, output");
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if (!Global.gfx_shadergamma)
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glEnable(GL_FRAMEBUFFER_SRGB);
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@@ -1459,6 +1490,7 @@ if (!Global.gfx_skippipeline)
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glDisable(GL_FRAMEBUFFER_SRGB);
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glDebug("uilayer render");
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gpupart("ui");
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Timer::subsystem.gfx_gui.start();
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if (vp.main) {
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@@ -1470,6 +1502,10 @@ if (!Global.gfx_skippipeline)
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Timer::subsystem.gfx_gui.stop();
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// viewports drawn after this one in the same context (vr) land in the last part; others aren't measured
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if (m_viewports.size() > 1)
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gpupart("other viewports");
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// restore binding
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scene_ubo->bind_uniform();
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@@ -1502,6 +1538,11 @@ if (!Global.gfx_skippipeline)
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for( auto idx = 0; idx < m_shadowpass.size(); ++idx ) {
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// the pass is drawn for the main view only
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static char const *const gpuparts[] = { "sun shadows 1", "sun shadows 2", "sun shadows 3" };
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static_assert( std::size( gpuparts ) == std::tuple_size_v<decltype( m_shadowpass )> );
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m_gputimeline.next( gpuparts[ idx ] );
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m_shadow_fb->attach( *m_shadow_tex, GL_DEPTH_ATTACHMENT, idx );
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m_shadow_fb->clear( GL_DEPTH_BUFFER_BIT );
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@@ -4195,6 +4236,9 @@ opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_
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opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_Depth( opengl46_instance_cull::command_set const Set )
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{
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// the draws were recorded with the seed of scenery models and sleepers, 0 (TAnimModel::RaPrepare()); vehicles drawn since
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// leave their own, which would pick other texture variants than those the draws were recorded and ordered with
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TSubModel::iVariantSeed = 0;
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indirect_counts counts;
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auto const count { m_indirectdraws.size() };
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// whether the prepass of the class draws the draw, and with which diffuse texture (class 2)
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@@ -4283,6 +4327,8 @@ opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_
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opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_Colour( opengl46_instance_cull::command_set const Set )
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{
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// as in Render_Instances_Indirect_Depth(): the seed the draws were recorded with
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TSubModel::iVariantSeed = 0;
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indirect_counts counts;
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auto const count { m_indirectdraws.size() };
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for( std::size_t index = 0; index < count; ) {
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@@ -702,6 +702,8 @@ class opengl46_renderer : public gfx_renderer {
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std::optional<gl::query> m_timequery;
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GLuint64 m_gllasttime = 0;
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// gpu time of the parts of the frame, marks put one after another through the main view (the context of m_window)
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gl::gpu_timeline m_gputimeline;
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// gpu time of the light cluster compute passes; the debug panel shows it once a pass measures it
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gl::gpu_timer m_clusterstimer;
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// gpu time of assigning the lights to the clusters, done every frame
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Block a user