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BsCoreApplication.cpp
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BsCoreApplication.cpp
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//************************************ bs::framework - Copyright 2018 Marko Pintera **************************************//
//*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********//
#include "BsCoreApplication.h"
#include "RenderAPI/BsRenderAPI.h"
#include "Managers/BsRenderAPIManager.h"
#include "Platform/BsPlatform.h"
#include "RenderAPI/BsRenderWindow.h"
#include "Math/BsVector2.h"
#include "CoreThread/BsCoreObjectManager.h"
#include "Scene/BsGameObjectManager.h"
#include "Utility/BsDynLib.h"
#include "Utility/BsDynLibManager.h"
#include "Scene/BsSceneManager.h"
#include "Importer/BsImporter.h"
#include "Resources/BsResources.h"
#include "Scene/BsSceneObject.h"
#include "Utility/BsTime.h"
#include "Input/BsInput.h"
#include "Renderer/BsRendererManager.h"
#include "Managers/BsGpuProgramManager.h"
#include "Managers/BsMeshManager.h"
#include "Managers/BsRenderWindowManager.h"
#include "Renderer/BsRenderer.h"
#include "Utility/BsDeferredCallManager.h"
#include "CoreThread/BsCoreThread.h"
#include "Localization/BsStringTableManager.h"
#include "Profiling/BsProfilingManager.h"
#include "Profiling/BsProfilerCPU.h"
#include "Profiling/BsProfilerGPU.h"
#include "Managers/BsQueryManager.h"
#include "Threading/BsThreadPool.h"
#include "Threading/BsTaskScheduler.h"
#include "Profiling/BsRenderStats.h"
#include "Utility/BsMessageHandler.h"
#include "Managers/BsResourceListenerManager.h"
#include "Managers/BsRenderStateManager.h"
#include "Material/BsShaderManager.h"
#include "Physics/BsPhysicsManager.h"
#include "Physics/BsPhysics.h"
#include "Audio/BsAudioManager.h"
#include "Audio/BsAudio.h"
#include "Animation/BsAnimationManager.h"
#include "Renderer/BsParamBlocks.h"
#include "Particles/BsParticleManager.h"
#include "Particles/BsVectorField.h"
namespace bs
{
BS_LOG_CATEGORY_IMPL(CoreThread)
BS_LOG_CATEGORY_IMPL(Renderer)
BS_LOG_CATEGORY_IMPL(Scene)
BS_LOG_CATEGORY_IMPL(Physics)
BS_LOG_CATEGORY_IMPL(Audio)
BS_LOG_CATEGORY_IMPL(RenderBackend)
BS_LOG_CATEGORY_IMPL(BSLCompiler)
BS_LOG_CATEGORY_IMPL(Particles)
BS_LOG_CATEGORY_IMPL(Resources)
BS_LOG_CATEGORY_IMPL(FBXImporter)
BS_LOG_CATEGORY_IMPL(PixelUtility)
BS_LOG_CATEGORY_IMPL(Texture)
BS_LOG_CATEGORY_IMPL(Mesh)
BS_LOG_CATEGORY_IMPL(GUI)
BS_LOG_CATEGORY_IMPL(Profiler)
BS_LOG_CATEGORY_IMPL(Material)
BS_LOG_CATEGORY_IMPL(FreeImageImporter)
BS_LOG_CATEGORY_IMPL(Script)
BS_LOG_CATEGORY_IMPL(Importer)
CoreApplication::CoreApplication(START_UP_DESC desc)
: mPrimaryWindow(nullptr), mStartUpDesc(desc), mRendererPlugin(nullptr), mIsFrameRenderingFinished(true)
, mSimThreadId(BS_THREAD_CURRENT_ID), mRunMainLoop(false)
{
// Ensure all errors are reported properly
CrashHandler::startUp(desc.crashHandling);
if(desc.logCallback)
gDebug().setLogCallback(desc.logCallback);
}
CoreApplication::~CoreApplication()
{
mPrimaryWindow->destroy();
mPrimaryWindow = nullptr;
Importer::shutDown();
MeshManager::shutDown();
ProfilerGPU::shutDown();
SceneManager::shutDown();
Input::shutDown();
ct::ParamBlockManager::shutDown();
StringTableManager::shutDown();
Resources::shutDown();
GameObjectManager::shutDown();
// Audio manager must be released before the ResourceListenerManager, as any one-shot audio sources need to be
// destroyed since they implement the IResourceListener interface
AudioManager::shutDown();
ResourceListenerManager::shutDown();
RenderStateManager::shutDown();
ParticleManager::shutDown();
AnimationManager::shutDown();
// This must be done after all resources are released since it will unload the physics plugin, and some resources
// might be instances of types from that plugin.
PhysicsManager::shutDown();
RendererManager::shutDown();
// All CoreObject related modules should be shut down now. They have likely queued CoreObjects for destruction, so
// we need to wait for those objects to get destroyed before continuing.
CoreObjectManager::instance().syncToCore();
gCoreThread().update();
gCoreThread().submitAll(true);
unloadPlugin(mRendererPlugin);
RenderAPIManager::shutDown();
ct::GpuProgramManager::shutDown();
GpuProgramManager::shutDown();
CoreObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
DynLibManager::shutDown();
Time::shutDown();
DeferredCallManager::shutDown();
CoreThread::shutDown();
RenderStats::shutDown();
TaskScheduler::shutDown();
ThreadPool::shutDown();
ProfilingManager::shutDown();
ProfilerCPU::shutDown();
MessageHandler::shutDown();
ShaderManager::shutDown();
MemStack::endThread();
Platform::_shutDown();
CrashHandler::shutDown();
}
void CoreApplication::onStartUp()
{
UINT32 numWorkerThreads = BS_THREAD_HARDWARE_CONCURRENCY - 1; // Number of cores while excluding current thread.
Platform::_startUp();
MemStack::beginThread();
ShaderManager::startUp(getShaderIncludeHandler());
MessageHandler::startUp();
ProfilerCPU::startUp();
ProfilingManager::startUp();
ThreadPool::startUp<TThreadPool<ThreadDefaultPolicy>>((numWorkerThreads));
TaskScheduler::startUp();
RenderStats::startUp();
CoreThread::startUp();
StringTableManager::startUp();
DeferredCallManager::startUp();
Time::startUp();
DynLibManager::startUp();
CoreObjectManager::startUp();
GameObjectManager::startUp();
Resources::startUp();
ResourceListenerManager::startUp();
GpuProgramManager::startUp();
RenderStateManager::startUp();
ct::GpuProgramManager::startUp();
RenderAPIManager::startUp();
mPrimaryWindow = RenderAPIManager::instance().initialize(mStartUpDesc.renderAPI, mStartUpDesc.primaryWindowDesc);
ct::ParamBlockManager::startUp();
Input::startUp();
RendererManager::startUp();
loadPlugin(mStartUpDesc.renderer, &mRendererPlugin);
// Must be initialized before the scene manager, as game scene creation triggers physics scene creation
PhysicsManager::startUp(mStartUpDesc.physics, mStartUpDesc.physicsCooking);
SceneManager::startUp();
RendererManager::instance().setActive(mStartUpDesc.renderer);
startUpRenderer();
ProfilerGPU::startUp();
MeshManager::startUp();
Importer::startUp();
AudioManager::startUp(mStartUpDesc.audio);
AnimationManager::startUp();
ParticleManager::startUp();
for (auto& importerName : mStartUpDesc.importers)
loadPlugin(importerName);
// Built-in importers
FGAImporter* fgaImporter = bs_new<FGAImporter>();
Importer::instance()._registerAssetImporter(fgaImporter);
}
void CoreApplication::runMainLoop()
{
beginMainLoop();
while(isMainLoopRunning())
{
// Limit FPS if needed
if (mFrameStep > 0)
{
UINT64 currentTime = gTime().getTimePrecise();
UINT64 nextFrameTime = mLastFrameTime + mFrameStep;
while (nextFrameTime > currentTime)
{
UINT32 waitTime = (UINT32)(nextFrameTime - currentTime);
// If waiting for longer, sleep
if (waitTime >= 2000)
{
Platform::sleep(waitTime / 1000);
currentTime = gTime().getTimePrecise();
}
else
{
// Otherwise we just spin, sleep timer granularity is too low and we might end up wasting a
// millisecond otherwise.
// Note: For mobiles where power might be more important than input latency, consider using sleep.
while(nextFrameTime > currentTime)
currentTime = gTime().getTimePrecise();
}
}
mLastFrameTime = currentTime;
}
runMainLoopFrame();
}
endMainLoop();
}
void CoreApplication::beginMainLoop()
{
mRunMainLoop = true;
}
void CoreApplication::endMainLoop()
{
waitUntilFrameFinished();
}
void CoreApplication::runMainLoopFrame()
{
gProfilerCPU().beginThread("Sim");
Platform::_update();
DeferredCallManager::instance()._update();
gTime()._update();
gInput()._update();
// RenderWindowManager::update needs to happen after Input::update and before Input::_triggerCallbacks,
// so that all input is properly captured in case there is a focus change, and so that
// focus change is registered before input events are sent out (mouse press can result in code
// checking if a window is in focus, so it has to be up to date)
RenderWindowManager::instance()._update();
gInput()._triggerCallbacks();
gDebug()._triggerCallbacks();
preUpdate();
// Trigger fixed updates if required
{
UINT64 step;
const UINT32 numIterations = gTime()._getFixedUpdateStep(step);
const float stepSeconds = step / 1000000.0f;
for (UINT32 i = 0; i < numIterations; i++)
{
fixedUpdate();
PROFILE_CALL(gSceneManager()._fixedUpdate(), "Scene fixed update");
PROFILE_CALL(gPhysics().fixedUpdate(stepSeconds), "Physics simulation");
gTime()._advanceFixedUpdate(step);
}
}
PROFILE_CALL(gSceneManager()._update(), "Scene update");
gAudio()._update();
gPhysics().update();
// Update plugins
for (auto& pluginUpdateFunc : mPluginUpdateFunctions)
pluginUpdateFunc.second();
postUpdate();
PerFrameData perFrameData;
// Evaluate animation after scene and plugin updates because the renderer will just now be displaying the
// animation we sent on the previous frame, and we want the scene information to match to what is displayed.
perFrameData.animation = AnimationManager::instance().update(mStartUpDesc.asyncAnimation);
perFrameData.particles = ParticleManager::instance().update(*perFrameData.animation);
// Send out resource events in case any were loaded/destroyed/modified
ResourceListenerManager::instance().update();
// Trigger any renderer task callbacks (should be done before scene object update, or core sync, so objects have
// a chance to respond to the callback).
RendererManager::instance().getActive()->update();
gSceneManager()._updateCoreObjectTransforms();
PROFILE_CALL(RendererManager::instance().getActive()->renderAll(perFrameData), "Render");
// Core and sim thread run in lockstep. This will result in a larger input latency than if I was
// running just a single thread. Latency becomes worse if the core thread takes longer than sim
// thread, in which case sim thread needs to wait. Optimal solution would be to get an average
// difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
{
Lock lock(mFrameRenderingFinishedMutex);
while(!mIsFrameRenderingFinished)
{
TaskScheduler::instance().addWorker();
mFrameRenderingFinishedCondition.wait(lock);
TaskScheduler::instance().removeWorker();
}
mIsFrameRenderingFinished = false;
}
gCoreThread().queueCommand(std::bind(&CoreApplication::beginCoreProfiling, this), CTQF_InternalQueue);
gCoreThread().queueCommand(&Platform::_coreUpdate, CTQF_InternalQueue);
gCoreThread().queueCommand(std::bind(&ct::RenderWindowManager::_update, ct::RenderWindowManager::instancePtr()), CTQF_InternalQueue);
gCoreThread().update();
gCoreThread().submitAll();
gCoreThread().queueCommand(std::bind(&CoreApplication::frameRenderingFinishedCallback, this), CTQF_InternalQueue);
gCoreThread().queueCommand(std::bind(&ct::QueryManager::_update, ct::QueryManager::instancePtr()), CTQF_InternalQueue);
gCoreThread().queueCommand(std::bind(&CoreApplication::endCoreProfiling, this), CTQF_InternalQueue);
gProfilerCPU().endThread();
gProfiler()._update();
}
void CoreApplication::waitUntilFrameFinished()
{
Lock lock(mFrameRenderingFinishedMutex);
while (!mIsFrameRenderingFinished)
{
TaskScheduler::instance().addWorker();
mFrameRenderingFinishedCondition.wait(lock);
TaskScheduler::instance().removeWorker();
}
}
void CoreApplication::preUpdate()
{
// Do nothing
}
void CoreApplication::postUpdate()
{
// Do nothing
}
void CoreApplication::fixedUpdate()
{
// Do nothing
}
void CoreApplication::stopMainLoop()
{
mRunMainLoop = false; // No sync primitives needed, in that rare case of
// a race condition we might run the loop one extra iteration which is acceptable
}
void CoreApplication::quitRequested()
{
stopMainLoop();
}
void CoreApplication::setFPSLimit(UINT32 limit)
{
if(limit > 0)
mFrameStep = (UINT64)1000000 / limit;
else
mFrameStep = 0;
}
void CoreApplication::frameRenderingFinishedCallback()
{
Lock lock(mFrameRenderingFinishedMutex);
mIsFrameRenderingFinished = true;
mFrameRenderingFinishedCondition.notify_one();
}
void CoreApplication::startUpRenderer()
{
RendererManager::instance().initialize();
}
void CoreApplication::beginCoreProfiling()
{
#if !BS_FORCE_SINGLETHREADED_RENDERING
gProfilerCPU().beginThread("Core");
#endif
}
void CoreApplication::endCoreProfiling()
{
ProfilerGPU::instance()._update();
#if !BS_FORCE_SINGLETHREADED_RENDERING
gProfilerCPU().endThread();
gProfiler()._updateCore();
#endif
}
void* CoreApplication::loadPlugin(const String& pluginName, DynLib** library, void* passThrough)
{
DynLib* loadedLibrary = gDynLibManager().load(pluginName);
if(library != nullptr)
*library = loadedLibrary;
void* retVal = nullptr;
if(loadedLibrary != nullptr)
{
if (passThrough == nullptr)
{
typedef void* (*LoadPluginFunc)();
LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
if (loadPluginFunc != nullptr)
retVal = loadPluginFunc();
}
else
{
typedef void* (*LoadPluginFunc)(void*);
LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
if (loadPluginFunc != nullptr)
retVal = loadPluginFunc(passThrough);
}
UpdatePluginFunc loadPluginFunc = (UpdatePluginFunc)loadedLibrary->getSymbol("updatePlugin");
if (loadPluginFunc != nullptr)
mPluginUpdateFunctions[loadedLibrary] = loadPluginFunc;
}
return retVal;
}
void CoreApplication::unloadPlugin(DynLib* library)
{
typedef void (*UnloadPluginFunc)();
UnloadPluginFunc unloadPluginFunc = (UnloadPluginFunc)library->getSymbol("unloadPlugin");
if(unloadPluginFunc != nullptr)
unloadPluginFunc();
mPluginUpdateFunctions.erase(library);
gDynLibManager().unload(library);
}
SPtr<IShaderIncludeHandler> CoreApplication::getShaderIncludeHandler() const
{
return bs_shared_ptr_new<DefaultShaderIncludeHandler>();
}
CoreApplication& gCoreApplication()
{
return CoreApplication::instance();
}
}