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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-29 02:17:28 +01:00

Draw the recorded instance draws with the variant seed they were recorded with

This commit is contained in:
2026-10-18 18:41:33 +02:00
parent bc4df5567f
commit 2e30366235
5 changed files with 225 additions and 0 deletions

View File

@@ -652,6 +652,8 @@ bool opengl46_renderer::Render()
m_gllasttime = *result;
m_timequery->begin();
}
// the context of the main view is current here, the one of the previous frame's end
m_gputimeline.begin("frame setup");
// fetch simulation data
if (simulation::is_ready)
@@ -729,6 +731,7 @@ bool opengl46_renderer::Render()
gl::framebuffer::unbind();
m_current_viewport = &(*m_viewports.front());
m_gputimeline.end();
/*
m_debugtimestext += "cpu: " + to_string(Timer::subsystem.gfx_color.average(), 2) + " ms (" + std::to_string(m_cellqueue.size()) + " sectors)\n" +=
"cpu swap: " + to_string(Timer::subsystem.gfx_swap.average(), 2) + " ms\n" += "uilayer: " + to_string(Timer::subsystem.gfx_gui.average(), 2) + "ms\n" +=
@@ -780,6 +783,15 @@ void opengl46_renderer::SwapBuffers()
m_debugtimestext += " swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n";
if (m_gllasttime)
m_debugtimestext += "gpu frame total: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + " ms\n";
// 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
// of the work before them
if( auto const &gpuparts { m_gputimeline.result() }; false == gpuparts.empty() ) {
m_debugtimestext += "gpu frame parts: " + to_string( static_cast<double>( m_gputimeline.total() ) / 1000000.0, 3 ) + " ms\n";
for( auto const &part : gpuparts ) {
m_debugtimestext += " " + std::string{ part.name } + ": " + to_string( static_cast<double>( part.time ) / 1000000.0, 3 ) + " ms\n";
}
m_debugtimestext += "gpu steps:\n";
}
if (auto const clusterstime = m_clusterstimer.result())
m_debugtimestext += " clusters: " + to_string(static_cast<double>(*clusterstime) / 1000000.0, 3) + " ms\n";
if (auto const culltime = m_cullstimer.result())
@@ -1063,6 +1075,11 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
}
m_colorpass = m_renderpass; // cache pass data
// parts of the gpu time of the frame; the marks go through the main view only, in the context they were begun in
auto const gpupart = [this, &vp](char const *Name) {
if (vp.main)
m_gputimeline.next(Name);
};
scene_ubs.time = Timer::GetTime();
{
@@ -1135,6 +1152,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
if (Global.gfx_envmap_enabled && vp.main)
{
gpupart("reflections");
// potentially update environmental cube map
m_renderpass.draw_stats = {};
Timer::subsystem.gfx_reflections.start();
@@ -1149,11 +1167,13 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
if (vp.main)
{
gpupart("lamp and headlight shadows");
Render_local_shadows();
Render_lamp_shadows();
Render_headlight_shadows();
}
gpupart("clear, clusters, lights");
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
setup_drawing(false);
@@ -1231,6 +1251,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
}
// the clouds of the view and the fog volume, which take the lights of the clusters and the shadow map of the pass
gpupart("clouds, fog volume");
{
auto const fogtarget{ Global.gfx_skippipeline ? target_size : glm::ivec2{ vp.width, vp.height } };
if( vp.main ) {
@@ -1244,6 +1265,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
}
glDebug("render environment");
gpupart("sky");
scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
// back to the rotation of the camera after the faces of the environment map, which are drawn with their own
@@ -1261,14 +1283,19 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
if ((Global.gfx_depthprepass_scene || contactshadows) && vp.main && (false == Global.bWireFrame))
{
glDebug("render scene depth");
gpupart("scene depth");
Render_Scene_Depth(future);
if (contactshadows)
{
gpupart("contact shadows depth");
Setup_Contact_Shadows(vp);
}
}
if (vp.main)
m_contactshadowslast = m_contactshadows;
// opaque parts...
gpupart("colour, opaque");
setup_drawing(false);
// without rain/snow we can render the cab early to limit the overdraw
@@ -1299,6 +1326,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
// ...translucent parts
glDebug("render translucent region");
gpupart("colour, translucent and cab");
setup_drawing(true);
Render_Alpha(simulation::Region);
Render_editor_overlay();
@@ -1359,6 +1387,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
if (!Global.gfx_skippipeline)
{
gpupart("resolve, ambient occlusion, motion blur");
// the targets of the ambient occlusion are there only when it was on at the start
auto const aomode{(vp.ssao_tex != nullptr) ? Global.gfx_postfx_ao : 0};
if (Global.gfx_postfx_motionblur_enabled)
@@ -1389,6 +1418,7 @@ if (!Global.gfx_skippipeline)
}
}
gpupart("exposure, bloom");
// the exposure follows the main view; the other viewports use it too
if (Global.gfx_postfx_autoexposure && vp.main)
m_exposure.measure(*vp.main2_tex, Timer::GetDeltaRenderTime());
@@ -1407,6 +1437,7 @@ if (!Global.gfx_skippipeline)
if (bloomtexture != nullptr)
tonemapinput.push_back(bloomtexture);
gpupart("tonemapping, output");
if (!Global.gfx_shadergamma)
glEnable(GL_FRAMEBUFFER_SRGB);
@@ -1459,6 +1490,7 @@ if (!Global.gfx_skippipeline)
glDisable(GL_FRAMEBUFFER_SRGB);
glDebug("uilayer render");
gpupart("ui");
Timer::subsystem.gfx_gui.start();
if (vp.main) {
@@ -1470,6 +1502,10 @@ if (!Global.gfx_skippipeline)
Timer::subsystem.gfx_gui.stop();
// viewports drawn after this one in the same context (vr) land in the last part; others aren't measured
if (m_viewports.size() > 1)
gpupart("other viewports");
// restore binding
scene_ubo->bind_uniform();
@@ -1502,6 +1538,11 @@ if (!Global.gfx_skippipeline)
for( auto idx = 0; idx < m_shadowpass.size(); ++idx ) {
// the pass is drawn for the main view only
static char const *const gpuparts[] = { "sun shadows 1", "sun shadows 2", "sun shadows 3" };
static_assert( std::size( gpuparts ) == std::tuple_size_v<decltype( m_shadowpass )> );
m_gputimeline.next( gpuparts[ idx ] );
m_shadow_fb->attach( *m_shadow_tex, GL_DEPTH_ATTACHMENT, idx );
m_shadow_fb->clear( GL_DEPTH_BUFFER_BIT );
@@ -4195,6 +4236,9 @@ opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_
opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_Depth( opengl46_instance_cull::command_set const Set )
{
// the draws were recorded with the seed of scenery models and sleepers, 0 (TAnimModel::RaPrepare()); vehicles drawn since
// leave their own, which would pick other texture variants than those the draws were recorded and ordered with
TSubModel::iVariantSeed = 0;
indirect_counts counts;
auto const count { m_indirectdraws.size() };
// whether the prepass of the class draws the draw, and with which diffuse texture (class 2)
@@ -4283,6 +4327,8 @@ opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_
opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_Colour( opengl46_instance_cull::command_set const Set )
{
// as in Render_Instances_Indirect_Depth(): the seed the draws were recorded with
TSubModel::iVariantSeed = 0;
indirect_counts counts;
auto const count { m_indirectdraws.size() };
for( std::size_t index = 0; index < count; ) {

View File

@@ -702,6 +702,8 @@ class opengl46_renderer : public gfx_renderer {
std::optional<gl::query> m_timequery;
GLuint64 m_gllasttime = 0;
// gpu time of the parts of the frame, marks put one after another through the main view (the context of m_window)
gl::gpu_timeline m_gputimeline;
// gpu time of the light cluster compute passes; the debug panel shows it once a pass measures it
gl::gpu_timer m_clusterstimer;
// gpu time of assigning the lights to the clusters, done every frame