Refactor the renderer frame flush functionality.

This commit does three things:
  * Recognizes that BeginFrame()/EndFrame() are badly named, since
    BeginFrame() sets up framebuffer, and EndFrame() flushes a frame,
    and they do not have to be called in pairs; and so renames them
    to NewFrame()/FlushFrame().
  * Reduces the amount of frame flushes in GraphicsWindow::Paint()
    to two, which is the minimum since we use two different cameras
    for geometry and UI;
  * Changes the FPS measurement code to only take into account
    the time spent rendering our main geometry, and not the UI
    rendering or window system interaction time.
single-window
whitequark 2016-11-16 06:14:22 +00:00
parent 156fe73bee
commit 9db50ed077
5 changed files with 26 additions and 28 deletions

View File

@ -751,8 +751,6 @@ void GraphicsWindow::Paint() {
havePainted = true;
auto renderStartTime = std::chrono::high_resolution_clock::now();
int w, h;
GetGraphicsWindowSize(&w, &h);
width = w;
@ -772,13 +770,20 @@ void GraphicsWindow::Paint() {
ForceTextWindowShown();
}
canvas->BeginFrame();
auto renderStartTime = std::chrono::high_resolution_clock::now();
canvas->NewFrame();
canvas->SetCamera(camera);
canvas->SetLighting(lighting);
Draw(canvas.get());
canvas->EndFrame();
canvas->FlushFrame();
auto renderEndTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> renderTime = renderEndTime - renderStartTime;
camera.LoadIdentity();
camera.offset.x = -(double)camera.width / 2.0;
camera.offset.y = -(double)camera.height / 2.0;
canvas->SetCamera(camera);
UiCanvas uiCanvas = {};
@ -788,29 +793,22 @@ void GraphicsWindow::Paint() {
// rectangle, as an outline and a transparent fill.
if(pending.operation == Pending::DRAGGING_MARQUEE) {
Point2d begin = ProjectPoint(orig.marqueePoint);
uiCanvas.DrawRect((int)orig.mouse.x, (int)begin.x,
(int)orig.mouse.y, (int)begin.y,
uiCanvas.DrawRect((int)orig.mouse.x + (int)camera.width / 2,
(int)begin.x + (int)camera.width / 2,
(int)orig.mouse.y + (int)camera.height / 2,
(int)begin.y + (int)camera.height / 2,
/*fillColor=*/Style::Color(Style::HOVERED).WithAlpha(25),
/*outlineColor=*/Style::Color(Style::HOVERED));
canvas->EndFrame();
}
// And finally the toolbar.
if(SS.showToolbar) {
camera.offset = {};
camera.offset.x = -(double)camera.width / 2.0;
camera.offset.y = -(double)camera.height / 2.0;
canvas->SetCamera(camera);
ToolbarDraw(&uiCanvas);
}
// If we display UI elements, also display an fps counter.
if(SS.showToolbar) {
canvas->EndFrame();
auto renderEndTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> renderTime = renderEndTime - renderStartTime;
RgbaColor renderTimeColor;
if(1000 / renderTime.count() < 60) {
// We aim for a steady 60fps; draw the counter in red when we're slower.
@ -824,6 +822,6 @@ void GraphicsWindow::Paint() {
5, 5, renderTimeColor);
}
canvas->EndFrame();
canvas->FlushFrame();
canvas->Clear();
}

View File

@ -175,8 +175,8 @@ public:
virtual void SetCamera(const Camera &camera, bool filp = FLIP_FRAMEBUFFER) = 0;
virtual void SetLighting(const Lighting &lighting) = 0;
virtual void BeginFrame() = 0;
virtual void EndFrame() = 0;
virtual void NewFrame() = 0;
virtual void FlushFrame() = 0;
virtual std::shared_ptr<Pixmap> ReadFrame() = 0;
virtual void GetIdent(const char **vendor, const char **renderer, const char **version) = 0;

View File

@ -220,8 +220,8 @@ public:
void SetCamera(const Camera &camera, bool filp = FLIP_FRAMEBUFFER) override;
void SetLighting(const Lighting &lighting) override;
void BeginFrame() override;
void EndFrame() override;
void NewFrame() override;
void FlushFrame() override;
std::shared_ptr<Pixmap> ReadFrame() override;
void GetIdent(const char **vendor, const char **renderer, const char **version) override;
@ -738,7 +738,7 @@ void OpenGl1Renderer::UpdateProjection(bool flip) {
glClear(GL_DEPTH_BUFFER_BIT);
}
void OpenGl1Renderer::BeginFrame() {
void OpenGl1Renderer::NewFrame() {
glEnable(GL_NORMALIZE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -791,7 +791,7 @@ void OpenGl1Renderer::BeginFrame() {
glClear(GL_DEPTH_BUFFER_BIT);
}
void OpenGl1Renderer::EndFrame() {
void OpenGl1Renderer::FlushFrame() {
UnSelectPrimitive();
glFlush();

View File

@ -134,8 +134,8 @@ public:
void SetCamera(const Camera &c, bool flip) override;
void SetLighting(const Lighting &l) override;
void BeginFrame() override;
void EndFrame() override;
void NewFrame() override;
void FlushFrame() override;
std::shared_ptr<Pixmap> ReadFrame() override;
void GetIdent(const char **vendor, const char **renderer, const char **version) override;
@ -611,7 +611,7 @@ void OpenGl2Renderer::UpdateProjection(bool flip) {
glClear(GL_DEPTH_BUFFER_BIT);
}
void OpenGl2Renderer::BeginFrame() {
void OpenGl2Renderer::NewFrame() {
if(!initialized) {
Init();
initialized = true;
@ -632,7 +632,7 @@ void OpenGl2Renderer::BeginFrame() {
glPolygonOffset(2.0, 1.0);
}
void OpenGl2Renderer::EndFrame() {
void OpenGl2Renderer::FlushFrame() {
for(SMeshListItem &li : meshes) {
Fill *fill = SelectFill(li.h);

View File

@ -865,7 +865,7 @@ void TextWindow::Paint() {
camera.offset.x = -(double)camera.width / 2.0;
camera.offset.y = -(double)camera.height / 2.0;
canvas->BeginFrame();
canvas->NewFrame();
canvas->SetCamera(camera);
UiCanvas uiCanvas = {};
@ -992,7 +992,7 @@ void TextWindow::Paint() {
// And we may show a color picker for certain editable fields
DrawOrHitTestColorPicker(&uiCanvas, PAINT, false, 0, 0);
canvas->EndFrame();
canvas->FlushFrame();
canvas->Clear();
}