Fixed potential render scene time precision issues.
The timestamp was simply converted from GetTimeAtCurrentTick to a float. Since this value is backed by QueryPerformanceCounter which is 0 at boot, you could see broken animations on the GPU when your system has been on for a long time. So I simplified the RPI's time API (removed unused code), and subtracted the application start time each frame before converting the time value to a float.
Also moved FindShaderInputConstantIndex("m_time") to be called only once, instead of every frame.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
This commit is contained in:
@@ -249,23 +249,25 @@ namespace AZ
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AssetInitBus::Broadcast(&AssetInitBus::Events::PostLoadInit);
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// Update tick time info
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FillTickTimeInfo();
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m_currentSimulationTime = GetCurrentTime();
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for (auto& scene : m_scenes)
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{
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scene->Simulate(m_tickTime, m_simulationJobPolicy);
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scene->Simulate(m_simulationJobPolicy, m_currentSimulationTime);
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}
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}
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void RPISystem::FillTickTimeInfo()
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float RPISystem::GetCurrentTime()
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{
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AZ::TickRequestBus::BroadcastResult(m_tickTime.m_gameDeltaTime, &AZ::TickRequestBus::Events::GetTickDeltaTime);
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ScriptTimePoint currentTime;
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AZ::TickRequestBus::BroadcastResult(currentTime, &AZ::TickRequestBus::Events::GetTimeAtCurrentTick);
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m_tickTime.m_currentGameTime = static_cast<float>(currentTime.GetMilliseconds());
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}
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ScriptTimePoint timeAtCurrentTick;
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AZ::TickRequestBus::BroadcastResult(timeAtCurrentTick, &AZ::TickRequestBus::Events::GetTimeAtCurrentTick);
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// We subtract the start time to maximize precision of the time value, since we will be converting it to a float.
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double currentTime = timeAtCurrentTick.GetSeconds() - m_startTime.GetSeconds();
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return aznumeric_cast<float>(currentTime);
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}
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void RPISystem::RenderTick()
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{
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if (!m_systemAssetsInitialized)
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@@ -282,7 +284,7 @@ namespace AZ
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// [GFX TODO] We may parallel scenes' prepare render.
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for (auto& scenePtr : m_scenes)
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{
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scenePtr->PrepareRender(m_tickTime, m_prepareRenderJobPolicy);
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scenePtr->PrepareRender(m_prepareRenderJobPolicy, m_currentSimulationTime);
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}
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m_rhiSystem.FrameUpdate(
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@@ -375,11 +375,11 @@ namespace AZ
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m_scene->RemoveRenderPipeline(m_nameId);
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}
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void RenderPipeline::OnStartFrame(const TickTimeInfo& tick)
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void RenderPipeline::OnStartFrame(float time)
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{
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AZ_PROFILE_SCOPE(RPI, "RenderPipeline: OnStartFrame");
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m_lastRenderStartTime = tick.m_currentGameTime;
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m_lastRenderStartTime = time;
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OnPassModified();
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@@ -42,6 +42,9 @@ namespace AZ
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{
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auto shaderAsset = RPISystemInterface::Get()->GetCommonShaderAssetForSrgs();
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scene->m_srg = ShaderResourceGroup::Create(shaderAsset, sceneSrgLayout->GetName());
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// Set value for constants defined in SceneTimeSrg.azsli
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scene->m_timeInputIndex = scene->m_srg->FindShaderInputConstantIndex(Name{ "m_time" });
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}
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return ScenePtr(scene);
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@@ -346,11 +349,11 @@ namespace AZ
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return nullptr;
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}
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void Scene::Simulate([[maybe_unused]] const TickTimeInfo& tickInfo, RHI::JobPolicy jobPolicy)
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void Scene::Simulate(RHI::JobPolicy jobPolicy, float simulationTime)
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{
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AZ_PROFILE_SCOPE(RPI, "Scene: Simulate");
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m_simulationTime = tickInfo.m_currentGameTime;
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m_simulationTime = simulationTime;
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// If previous simulation job wasn't done, wait for it to finish.
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WaitAndCleanCompletionJob(m_simulationCompletion);
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@@ -404,11 +407,9 @@ namespace AZ
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{
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if (m_srg)
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{
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// Set value for constants defined in SceneTimeSrg.azsli
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RHI::ShaderInputConstantIndex timeIndex = m_srg->FindShaderInputConstantIndex(Name{ "m_time" });
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if (timeIndex.IsValid())
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if (m_timeInputIndex.IsValid())
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{
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m_srg->SetConstant(timeIndex, m_simulationTime);
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m_srg->SetConstant(m_timeInputIndex, m_simulationTime);
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}
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// signal any handlers to update values for their partial scene srg
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@@ -418,7 +419,7 @@ namespace AZ
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}
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}
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void Scene::PrepareRender(const TickTimeInfo& tickInfo, RHI::JobPolicy jobPolicy)
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void Scene::PrepareRender(RHI::JobPolicy jobPolicy, float simulationTime)
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{
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AZ_PROFILE_SCOPE(RPI, "Scene: PrepareRender");
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@@ -438,7 +439,7 @@ namespace AZ
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if (pipeline->NeedsRender())
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{
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activePipelines.push_back(pipeline);
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pipeline->OnStartFrame(tickInfo);
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pipeline->OnStartFrame(simulationTime);
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}
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}
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}
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