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:
santorac
2021-09-24 14:14:31 -07:00
parent 3635e5ed35
commit 30bd997cb9
6 changed files with 33 additions and 36 deletions
@@ -249,23 +249,25 @@ namespace AZ
AssetInitBus::Broadcast(&AssetInitBus::Events::PostLoadInit);
// Update tick time info
FillTickTimeInfo();
m_currentSimulationTime = GetCurrentTime();
for (auto& scene : m_scenes)
{
scene->Simulate(m_tickTime, m_simulationJobPolicy);
scene->Simulate(m_simulationJobPolicy, m_currentSimulationTime);
}
}
void RPISystem::FillTickTimeInfo()
float RPISystem::GetCurrentTime()
{
AZ::TickRequestBus::BroadcastResult(m_tickTime.m_gameDeltaTime, &AZ::TickRequestBus::Events::GetTickDeltaTime);
ScriptTimePoint currentTime;
AZ::TickRequestBus::BroadcastResult(currentTime, &AZ::TickRequestBus::Events::GetTimeAtCurrentTick);
m_tickTime.m_currentGameTime = static_cast<float>(currentTime.GetMilliseconds());
}
ScriptTimePoint timeAtCurrentTick;
AZ::TickRequestBus::BroadcastResult(timeAtCurrentTick, &AZ::TickRequestBus::Events::GetTimeAtCurrentTick);
// We subtract the start time to maximize precision of the time value, since we will be converting it to a float.
double currentTime = timeAtCurrentTick.GetSeconds() - m_startTime.GetSeconds();
return aznumeric_cast<float>(currentTime);
}
void RPISystem::RenderTick()
{
if (!m_systemAssetsInitialized)
@@ -282,7 +284,7 @@ namespace AZ
// [GFX TODO] We may parallel scenes' prepare render.
for (auto& scenePtr : m_scenes)
{
scenePtr->PrepareRender(m_tickTime, m_prepareRenderJobPolicy);
scenePtr->PrepareRender(m_prepareRenderJobPolicy, m_currentSimulationTime);
}
m_rhiSystem.FrameUpdate(