36a005fafc
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times This also adds memory tracking to textures and buffers to catch memory leaks. This also cleans up some memory leaks that the new system caught.
397 lines
14 KiB
C++
397 lines
14 KiB
C++
/**************************************************************************/
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/* utilities.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifdef GLES3_ENABLED
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#include "utilities.h"
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#include "config.h"
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#include "light_storage.h"
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#include "material_storage.h"
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#include "mesh_storage.h"
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#include "particles_storage.h"
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#include "texture_storage.h"
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#include "servers/rendering/rendering_server_globals.h"
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using namespace GLES3;
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Utilities *Utilities::singleton = nullptr;
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Utilities::Utilities() {
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singleton = this;
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frame = 0;
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for (int i = 0; i < FRAME_COUNT; i++) {
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frames[i].index = 0;
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glGenQueries(max_timestamp_query_elements, frames[i].queries);
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frames[i].timestamp_names.resize(max_timestamp_query_elements);
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frames[i].timestamp_cpu_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_count = 0;
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frames[i].timestamp_result_names.resize(max_timestamp_query_elements);
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frames[i].timestamp_cpu_result_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_result_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_result_count = 0;
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}
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}
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Utilities::~Utilities() {
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singleton = nullptr;
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for (int i = 0; i < FRAME_COUNT; i++) {
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glDeleteQueries(max_timestamp_query_elements, frames[i].queries);
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}
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if (texture_mem_cache) {
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uint32_t leaked_data_size = 0;
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for (const KeyValue<GLuint, ResourceAllocation> &E : texture_allocs_cache) {
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#ifdef DEV_ENABLED
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ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
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#else
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ERR_PRINT("Texture with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
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#endif
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leaked_data_size += E.value.size;
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}
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if (leaked_data_size < texture_mem_cache) {
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ERR_PRINT("Texture cache is not empty. There may be an additional texture leak of " + itos(texture_mem_cache - leaked_data_size) + " bytes.");
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}
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}
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if (buffer_mem_cache) {
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uint32_t leaked_data_size = 0;
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for (const KeyValue<GLuint, ResourceAllocation> &E : buffer_allocs_cache) {
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#ifdef DEV_ENABLED
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ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
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#else
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ERR_PRINT("Buffer with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
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#endif
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leaked_data_size += E.value.size;
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}
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if (leaked_data_size < buffer_mem_cache) {
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ERR_PRINT("Buffer cache is not empty. There may be an additional buffer leak of " + itos(buffer_mem_cache - leaked_data_size) + " bytes.");
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}
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}
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}
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Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
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Vector<uint8_t> ret;
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if (p_buffer_size == 0) {
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return ret;
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}
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ret.resize(p_buffer_size);
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glBindBuffer(p_target, p_buffer);
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#if defined(__EMSCRIPTEN__)
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{
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uint8_t *w = ret.ptrw();
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glGetBufferSubData(p_target, 0, p_buffer_size, w);
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}
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#else
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void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT);
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ERR_FAIL_NULL_V(data, Vector<uint8_t>());
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{
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uint8_t *w = ret.ptrw();
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memcpy(w, data, p_buffer_size);
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}
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glUnmapBuffer(p_target);
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#endif
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glBindBuffer(p_target, 0);
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return ret;
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}
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/* INSTANCES */
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RS::InstanceType Utilities::get_base_type(RID p_rid) const {
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if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
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return RS::INSTANCE_MESH;
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} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
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return RS::INSTANCE_MULTIMESH;
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} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
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return RS::INSTANCE_LIGHT;
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} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
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return RS::INSTANCE_LIGHTMAP;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
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return RS::INSTANCE_PARTICLES;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
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return RS::INSTANCE_PARTICLES_COLLISION;
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}
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return RS::INSTANCE_NONE;
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}
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bool Utilities::free(RID p_rid) {
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if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
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GLES3::TextureStorage::get_singleton()->render_target_free(p_rid);
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return true;
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} else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
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GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
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return true;
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} else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
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GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
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return true;
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} else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
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GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
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return true;
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} else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
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GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
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GLES3::MeshStorage::get_singleton()->mesh_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
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GLES3::MeshStorage::get_singleton()->multimesh_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
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GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
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return true;
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} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
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GLES3::LightStorage::get_singleton()->light_free(p_rid);
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return true;
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} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
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GLES3::LightStorage::get_singleton()->lightmap_free(p_rid);
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return true;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
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GLES3::ParticlesStorage::get_singleton()->particles_free(p_rid);
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return true;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
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GLES3::ParticlesStorage::get_singleton()->particles_collision_free(p_rid);
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return true;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) {
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GLES3::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_skeleton(p_rid)) {
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GLES3::MeshStorage::get_singleton()->skeleton_free(p_rid);
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return true;
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} else {
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return false;
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}
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}
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/* DEPENDENCIES */
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void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
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if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
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Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
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p_instance->update_dependency(&mesh->dependency);
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} else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
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MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
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p_instance->update_dependency(&multimesh->dependency);
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if (multimesh->mesh.is_valid()) {
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base_update_dependency(multimesh->mesh, p_instance);
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}
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} else if (LightStorage::get_singleton()->owns_light(p_base)) {
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Light *l = LightStorage::get_singleton()->get_light(p_base);
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p_instance->update_dependency(&l->dependency);
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} else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
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Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
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p_instance->update_dependency(dependency);
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} else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
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Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
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p_instance->update_dependency(dependency);
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}
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}
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/* VISIBILITY NOTIFIER */
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RID Utilities::visibility_notifier_allocate() {
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return RID();
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}
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void Utilities::visibility_notifier_initialize(RID p_notifier) {
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}
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void Utilities::visibility_notifier_free(RID p_notifier) {
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}
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void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
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}
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void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
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}
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AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
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return AABB();
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}
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void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
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}
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/* TIMING */
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void Utilities::capture_timestamps_begin() {
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capture_timestamp("Frame Begin");
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}
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void Utilities::capture_timestamp(const String &p_name) {
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ERR_FAIL_COND(frames[frame].timestamp_count >= max_timestamp_query_elements);
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#ifdef GLES_OVER_GL
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glQueryCounter(frames[frame].queries[frames[frame].timestamp_count], GL_TIMESTAMP);
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#endif
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frames[frame].timestamp_names[frames[frame].timestamp_count] = p_name;
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frames[frame].timestamp_cpu_values[frames[frame].timestamp_count] = OS::get_singleton()->get_ticks_usec();
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frames[frame].timestamp_count++;
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}
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void Utilities::_capture_timestamps_begin() {
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// frame is incremented at the end of the frame so this gives us the queries for frame - 2. By then they should be ready.
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if (frames[frame].timestamp_count) {
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#ifdef GLES_OVER_GL
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for (uint32_t i = 0; i < frames[frame].timestamp_count; i++) {
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uint64_t temp = 0;
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glGetQueryObjectui64v(frames[frame].queries[i], GL_QUERY_RESULT, &temp);
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frames[frame].timestamp_result_values[i] = temp;
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}
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#endif
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SWAP(frames[frame].timestamp_names, frames[frame].timestamp_result_names);
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SWAP(frames[frame].timestamp_cpu_values, frames[frame].timestamp_cpu_result_values);
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}
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frames[frame].timestamp_result_count = frames[frame].timestamp_count;
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frames[frame].timestamp_count = 0;
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frames[frame].index = Engine::get_singleton()->get_frames_drawn();
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capture_timestamp("Internal Begin");
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}
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void Utilities::capture_timestamps_end() {
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capture_timestamp("Internal End");
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frame = (frame + 1) % FRAME_COUNT;
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}
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uint32_t Utilities::get_captured_timestamps_count() const {
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return frames[frame].timestamp_result_count;
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}
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uint64_t Utilities::get_captured_timestamps_frame() const {
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return frames[frame].index;
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}
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uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
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return frames[frame].timestamp_result_values[p_index];
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}
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uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
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return frames[frame].timestamp_cpu_result_values[p_index];
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}
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String Utilities::get_captured_timestamp_name(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, String());
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return frames[frame].timestamp_result_names[p_index];
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}
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/* MISC */
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void Utilities::update_dirty_resources() {
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MaterialStorage::get_singleton()->_update_global_shader_uniforms();
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MaterialStorage::get_singleton()->_update_queued_materials();
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MeshStorage::get_singleton()->_update_dirty_skeletons();
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MeshStorage::get_singleton()->_update_dirty_multimeshes();
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TextureStorage::get_singleton()->update_texture_atlas();
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}
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void Utilities::set_debug_generate_wireframes(bool p_generate) {
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}
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bool Utilities::has_os_feature(const String &p_feature) const {
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Config *config = Config::get_singleton();
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if (!config) {
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return false;
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}
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if (p_feature == "rgtc") {
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return config->rgtc_supported;
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}
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if (p_feature == "s3tc") {
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return config->s3tc_supported;
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}
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if (p_feature == "bptc") {
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return config->bptc_supported;
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}
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if (p_feature == "astc") {
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return config->astc_supported;
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}
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if (p_feature == "etc" || p_feature == "etc2") {
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return config->etc2_supported;
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}
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return false;
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}
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void Utilities::update_memory_info() {
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}
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uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
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if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
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return texture_mem_cache;
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} else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
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return buffer_mem_cache;
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} else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
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return texture_mem_cache + buffer_mem_cache;
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}
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return 0;
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}
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String Utilities::get_video_adapter_name() const {
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const String rendering_device_name = (const char *)glGetString(GL_RENDERER);
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// NVIDIA suffixes all GPU model names with "/PCIe/SSE2" in OpenGL (but not Vulkan). This isn't necessary to display nowadays, so it can be trimmed.
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return rendering_device_name.trim_suffix("/PCIe/SSE2");
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}
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String Utilities::get_video_adapter_vendor() const {
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const String rendering_device_vendor = (const char *)glGetString(GL_VENDOR);
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// NVIDIA suffixes its vendor name with " Corporation". This is neither necessary to process nor display.
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return rendering_device_vendor.trim_suffix(" Corporation");
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}
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RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
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return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER;
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}
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String Utilities::get_video_adapter_api_version() const {
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return (const char *)glGetString(GL_VERSION);
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}
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Size2i Utilities::get_maximum_viewport_size() const {
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Config *config = Config::get_singleton();
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if (!config) {
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return Size2i();
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}
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return Size2i(config->max_viewport_size[0], config->max_viewport_size[1]);
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}
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#endif // GLES3_ENABLED
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