a0c6d16c90
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests. This can be fine on high power desktops but can be an annoyance on lower power machines. This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority. An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes: * Continuous * Update all changes * Update vital changes
230 lines
7.4 KiB
C++
230 lines
7.4 KiB
C++
/*************************************************************************/
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/* visual_server_raster.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "visual_server_raster.h"
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#include "core/io/marshalls.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "core/sort_array.h"
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#include "visual_server_canvas.h"
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#include "visual_server_globals.h"
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#include "visual_server_scene.h"
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// careful, these may run in different threads than the visual server
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int VisualServerRaster::changes[2] = { 0 };
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/* BLACK BARS */
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void VisualServerRaster::black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) {
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black_margin[MARGIN_LEFT] = p_left;
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black_margin[MARGIN_TOP] = p_top;
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black_margin[MARGIN_RIGHT] = p_right;
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black_margin[MARGIN_BOTTOM] = p_bottom;
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}
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void VisualServerRaster::black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) {
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black_image[MARGIN_LEFT] = p_left;
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black_image[MARGIN_TOP] = p_top;
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black_image[MARGIN_RIGHT] = p_right;
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black_image[MARGIN_BOTTOM] = p_bottom;
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}
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void VisualServerRaster::_draw_margins() {
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VSG::canvas_render->draw_window_margins(black_margin, black_image);
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};
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/* FREE */
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void VisualServerRaster::free(RID p_rid) {
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if (VSG::storage->free(p_rid)) {
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return;
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}
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if (VSG::canvas->free(p_rid)) {
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return;
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}
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if (VSG::viewport->free(p_rid)) {
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return;
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}
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if (VSG::scene->free(p_rid)) {
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return;
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}
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if (VSG::scene_render->free(p_rid)) {
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return;
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}
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}
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/* EVENT QUEUING */
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void VisualServerRaster::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
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ERR_FAIL_NULL(p_where);
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FrameDrawnCallbacks fdc;
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fdc.object = p_where->get_instance_id();
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fdc.method = p_method;
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fdc.param = p_userdata;
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frame_drawn_callbacks.push_back(fdc);
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}
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void VisualServerRaster::draw(bool p_swap_buffers, double frame_step) {
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//needs to be done before changes is reset to 0, to not force the editor to redraw
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VS::get_singleton()->emit_signal("frame_pre_draw");
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changes[0] = 0;
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changes[1] = 0;
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VSG::rasterizer->begin_frame(frame_step);
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VSG::scene->update_dirty_instances(); //update scene stuff
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VSG::viewport->draw_viewports();
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VSG::scene->render_probes();
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_draw_margins();
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VSG::rasterizer->end_frame(p_swap_buffers);
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while (frame_drawn_callbacks.front()) {
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Object *obj = ObjectDB::get_instance(frame_drawn_callbacks.front()->get().object);
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if (obj) {
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Variant::CallError ce;
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const Variant *v = &frame_drawn_callbacks.front()->get().param;
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obj->call(frame_drawn_callbacks.front()->get().method, &v, 1, ce);
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if (ce.error != Variant::CallError::CALL_OK) {
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String err = Variant::get_call_error_text(obj, frame_drawn_callbacks.front()->get().method, &v, 1, ce);
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ERR_PRINT("Error calling frame drawn function: " + err);
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}
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}
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frame_drawn_callbacks.pop_front();
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}
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VS::get_singleton()->emit_signal("frame_post_draw");
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}
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void VisualServerRaster::sync() {
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}
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bool VisualServerRaster::has_changed(ChangedPriority p_priority) const {
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switch (p_priority) {
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default: {
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return (changes[0] > 0) || (changes[1] > 0);
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} break;
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case CHANGED_PRIORITY_LOW: {
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return changes[0] > 0;
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} break;
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case CHANGED_PRIORITY_HIGH: {
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return changes[1] > 0;
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} break;
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}
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}
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void VisualServerRaster::init() {
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VSG::rasterizer->initialize();
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}
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void VisualServerRaster::finish() {
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if (test_cube.is_valid()) {
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free(test_cube);
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}
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VSG::rasterizer->finalize();
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}
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/* STATUS INFORMATION */
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uint64_t VisualServerRaster::get_render_info(RenderInfo p_info) {
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return VSG::storage->get_render_info(p_info);
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}
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String VisualServerRaster::get_video_adapter_name() const {
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return VSG::storage->get_video_adapter_name();
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}
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String VisualServerRaster::get_video_adapter_vendor() const {
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return VSG::storage->get_video_adapter_vendor();
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}
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/* TESTING */
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void VisualServerRaster::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
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redraw_request();
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VSG::rasterizer->set_boot_image(p_image, p_color, p_scale, p_use_filter);
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}
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void VisualServerRaster::set_default_clear_color(const Color &p_color) {
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VSG::viewport->set_default_clear_color(p_color);
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}
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void VisualServerRaster::set_shader_time_scale(float p_scale) {
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VSG::rasterizer->set_shader_time_scale(p_scale);
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}
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bool VisualServerRaster::has_feature(Features p_feature) const {
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return false;
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}
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RID VisualServerRaster::get_test_cube() {
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if (!test_cube.is_valid()) {
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test_cube = _make_test_cube();
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}
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return test_cube;
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}
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bool VisualServerRaster::has_os_feature(const String &p_feature) const {
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return VSG::storage->has_os_feature(p_feature);
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}
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void VisualServerRaster::set_debug_generate_wireframes(bool p_generate) {
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VSG::storage->set_debug_generate_wireframes(p_generate);
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}
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void VisualServerRaster::call_set_use_vsync(bool p_enable) {
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OS::get_singleton()->_set_use_vsync(p_enable);
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}
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bool VisualServerRaster::is_low_end() const {
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return VSG::rasterizer->is_low_end();
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}
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VisualServerRaster::VisualServerRaster() {
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VSG::canvas = memnew(VisualServerCanvas);
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VSG::viewport = memnew(VisualServerViewport);
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VSG::scene = memnew(VisualServerScene);
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VSG::rasterizer = Rasterizer::create();
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VSG::storage = VSG::rasterizer->get_storage();
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VSG::canvas_render = VSG::rasterizer->get_canvas();
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VSG::scene_render = VSG::rasterizer->get_scene();
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for (int i = 0; i < 4; i++) {
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black_margin[i] = 0;
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black_image[i] = RID();
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}
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}
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VisualServerRaster::~VisualServerRaster() {
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memdelete(VSG::canvas);
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memdelete(VSG::viewport);
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memdelete(VSG::rasterizer);
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memdelete(VSG::scene);
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}
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