OpenSceneGraph/include/osgViewer/Renderer
Robert Osfield 68f37c4dcb From Tim More and Robert Osfield, implementation of ARB_timer_query based GPU timing stats syncronization.
Initial email from Tim : "I've implemented using a timestamp, available with ARB_timer_query and OpenGL 3.3, to gather GPU stats. This is nice because it can accurately fix the GPU draw time with respect to the other times on the stats graph, rather than having to estimate the wall time of the end of GPU drawing. This also prevents anomalies like the GPU phase starting before the draw phase..."
Changes to Tim's submission by Robert:  Removal of need for swap buffer callback in ViewerBase.cpp, by
integrating a osg::State::frameCompleted() method that does the stats timing collection.  Introduction of a
GraphicsContext::swapBuffersCallbackOrImplementation() method that calls the State::frameCompleted() and
the swap buffers callback or the swapImplementation as required.
2010-11-10 16:58:58 +00:00

174 lines
7.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGVIEWER_RENDERER
#define OSGVIEWER_RENDERER 1
#include <osg/Timer>
#include <osgDB/DatabasePager>
#include <osgUtil/SceneView>
#include <osgViewer/Export>
namespace osgViewer {
class OSGVIEWER_EXPORT OpenGLQuerySupport : public osg::Referenced
{
public:
OpenGLQuerySupport();
virtual void checkQuery(osg::Stats* stats, osg::State* state,
osg::Timer_t startTick) = 0;
virtual void beginQuery(int frameNumber, osg::State* state) = 0;
virtual void endQuery(osg::State* state) = 0;
virtual void initialize(osg::State* state, osg::Timer_t startTick);
protected:
const osg::Drawable::Extensions* _extensions;
};
class OSGVIEWER_EXPORT Renderer : public osg::GraphicsOperation
{
public:
Renderer(osg::Camera* camera);
osgUtil::SceneView* getSceneView(unsigned int i) { return _sceneView[i].get(); }
const osgUtil::SceneView* getSceneView(unsigned int i) const { return _sceneView[i].get(); }
void setDone(bool done) { _done = done; }
bool getDone() { return _done; }
void setGraphicsThreadDoesCull(bool flag);
bool getGraphicsThreadDoesCull() const { return _graphicsThreadDoesCull; }
virtual void cull();
virtual void draw();
virtual void cull_draw();
virtual void compile();
void setCompileOnNextDraw(bool flag) { _compileOnNextDraw = flag; }
bool getCompileOnNextDraw() const { return _compileOnNextDraw; }
virtual void operator () (osg::Object* object);
virtual void operator () (osg::GraphicsContext* context);
virtual void release();
/** Set the target frame rate that the DatabasePager should assume.
* Typically one would set this to the value refresh rate of your display system i.e. 60Hz.
* Default value is 100.
* Usage notes. The TargetFrameRate and the MinimumTimeAvailableForGLCompileAndDeletePerFrame
* parameters are not directly used by DatabasePager, but are should be used as a guide for how
* long to set aside per frame for compiling and deleting OpenGL objects - ie. the value to use
* when calling DatabasePager::compileGLObjectgs(state,availableTime,). The longer amount of
* time to set aside cthe faster databases will be paged in but with increased chance of frame drops,
* the lower the amount of time the set aside the slower databases will paged it but with better
* chance of avoid any frame drops. The default values are chosen to achieve the later when running
* on a modern mid to high end PC.
* The way to compute the amount of available time use a scheme such as :
* availableTime = maximum(1.0/targetFrameRate - timeTakenDuringUpdateCullAndDraw, minimumTimeAvailableForGLCompileAndDeletePerFrame).
*
* Note, the actual TargetFrameRate used is the minimum of this value and that set in the DatabasePager. */
void setTargetFrameRate(double tfr) { _targetFrameRate = tfr; }
/** Get the target frame rate that the DatabasePager should assume.*/
double getTargetFrameRate() const { return _targetFrameRate; }
/** Set the minimum amount of time (in seconds) that should be made available for compiling and delete OpenGL objects per frame.
* Default value is 0.001 (1 millisecond).
* For usage see notes in setTargetFrameRate.
*
* Note, the actual TargetFrameRate used is the minimum of this value and that set in the DatabasePager. */
void setMinimumTimeAvailableForGLCompileAndDeletePerFrame(double ta) { _minimumTimeAvailableForGLCompileAndDeletePerFrame = ta; }
/** Get the minimum amount of time that should be made available for compiling and delete OpenGL objects per frame.
* For usage see notes in setTargetFrameRate.*/
double getMinimumTimeAvailableForGLCompileAndDeletePerFrame() const { return _minimumTimeAvailableForGLCompileAndDeletePerFrame; }
/** FlushTimeRatio governs how much of the spare time in each frame is used for flushing deleted OpenGL objects.
* Default value is 0.5, valid range is 0.1 to 0.9.*/
void setFlushTimeRatio(double ratio) { _flushTimeRatio = ratio; }
double getFlushTimeRatio() const { return _flushTimeRatio; }
/** ConservativeTimeRatio governs how much of the measured spare time in each frame is used for flushing deleted and compile new OpenGL objects.
* Default value is 0.5, valid range is 0.1 to 1.0.
* A ratio near 1.0 will lead to paged databases being compiled and merged quicker but increase the chances of frame drop.
* A ratio near 0.1 will lead to paged databases being compiled and merged closer but reduse the chances of frame drop.*/
void setConservativeTimeRatio(double ratio) { _conservativeTimeRatio = ratio; }
double getConservativeTimeRatio() const { return _conservativeTimeRatio; }
/** Force update of state associated with cameras. */
void setCameraRequiresSetUp(bool flag);
bool getCameraRequiresSetUp() const;
protected:
void initialize(osg::State* state);
virtual ~Renderer();
virtual void updateSceneView(osgUtil::SceneView* sceneView);
virtual void flushAndCompile(double currentElapsedFrameTime, osgUtil::SceneView* sceneView, osgDB::DatabasePager* databasePager, osg::GraphicsThread* compileThread);
double _targetFrameRate;
double _minimumTimeAvailableForGLCompileAndDeletePerFrame;
double _flushTimeRatio;
double _conservativeTimeRatio;
osg::observer_ptr<osg::Camera> _camera;
bool _done;
bool _graphicsThreadDoesCull;
bool _compileOnNextDraw;
osg::ref_ptr<osgUtil::SceneView> _sceneView[2];
osg::ref_ptr<osg::FlushDeletedGLObjectsOperation> _flushOperation;
struct OSGVIEWER_EXPORT ThreadSafeQueue
{
OpenThreads::Mutex _mutex;
OpenThreads::Block _block;
typedef std::list<osgUtil::SceneView*> SceneViewList;
SceneViewList _queue;
ThreadSafeQueue();
~ThreadSafeQueue();
void release()
{
_block.release();
}
osgUtil::SceneView* takeFront();
void add(osgUtil::SceneView* sv);
};
ThreadSafeQueue _availableQueue;
ThreadSafeQueue _drawQueue;
bool _initialized;
osg::ref_ptr<OpenGLQuerySupport> _querySupport;
osg::Timer_t _startTick;
};
}
#endif