Refresh rate driven rendering tick logic (#3375)
* Implement sync interval and refresh rate API for RenderViewportWidget Signed-off-by: nvsickle <nvsickle@amazon.com> * Measure actual frame timings in the viewport info overlay. Takes the median of the sum of (frame end - frame begin) to provide more a more representative view of when frames begin and end. Note: Until VSync is internally supported by the event loop, this will produce nearly identical frame timings as the frame will spend as much time as needed synchronously waiting on a vblank. Signed-off-by: nvsickle <nvsickle@amazon.com> * Make frame timing per-pipeline, wire up refresh rate info to ViewportContext Signed-off-by: nvsickle <nvsickle@amazon.com> * POC: Frame limit pipeline rendering Signed-off-by: nvsickle <nvsickle@amazon.com> * Switch Editor tick to every 0ms to allow better tick accumulation behavior Signed-off-by: nvsickle <nvsickle@amazon.com> * Move RPISystemComponent to the tick bus, remove tick accumulation logic Signed-off-by: nvsickle <nvsickle@amazon.com> * Add `AddToRenderTickAtInterval` to RenderPipeline API This allows a pipeline to update at a set cadence, instead of rendering every frame or being directly told when to tick. Signed-off-by: nvsickle <nvsickle@amazon.com> * Make ViewportContext enforce a target framerate -Adds GetFpsLimit/SetFpsLimit for actively limiting FPS -Calculates a render tick interval based on vsync and the vps limit and updates the current pipeline Signed-off-by: nvsickle <nvsickle@amazon.com> * Add r_fps_limit and ed_inactive_viewport_fps_limit cvars Signed-off-by: nvsickle <nvsickle@amazon.com> * Quick null check from a crash I bumped into Signed-off-by: nvsickle <nvsickle@amazon.com> * Fix off-by-one on FPS calculation (shouldn't include the not-yet-rendered frame) Signed-off-by: nvsickle <nvsickle@amazon.com> * Clarify frame time begin initialization Signed-off-by: nvsickle <nvsickle@amazon.com> * Fix TrackView export. Signed-off-by: nvsickle <nvsickle@amazon.com> * Address some reviewer feedback, revert RPISystem API change, fix CPU profiler. Signed-off-by: nvsickle <nvsickle@amazon.com> * Add g_simulation_tick_rate Signed-off-by: nvsickle <nvsickle@amazon.com> * Address review feedback, make frame limit updates event driven Signed-off-by: nvsickle <nvsickle@amazon.com> * Remove timestamp update from ComponentApplication::Tick Signed-off-by: nvsickle <nvsickle@amazon.com>
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@@ -41,7 +41,14 @@
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#include <AzCore/Console/IConsole.h>
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#include <BootstrapSystemComponent_Traits_Platform.h>
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static void OnFrameRateLimitChanged(const float& fpsLimit)
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{
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AZ::Render::Bootstrap::RequestBus::Broadcast(
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&AZ::Render::Bootstrap::RequestBus::Events::SetFrameRateLimit, fpsLimit);
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}
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AZ_CVAR(AZ::CVarFixedString, r_default_pipeline_name, AZ_TRAIT_BOOTSTRAPSYSTEMCOMPONENT_PIPELINE_NAME, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Default Render pipeline name");
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AZ_CVAR(float, r_fps_limit, 0, OnFrameRateLimitChanged, AZ::ConsoleFunctorFlags::Null, "The maximum framerate to render at, or 0 for unlimited");
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namespace AZ
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{
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@@ -342,6 +349,22 @@ namespace AZ
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return true;
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}
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float BootstrapSystemComponent::GetFrameRateLimit() const
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{
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return r_fps_limit;
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}
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void BootstrapSystemComponent::SetFrameRateLimit(float fpsLimit)
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{
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r_fps_limit = fpsLimit;
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if (m_viewportContext)
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{
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m_viewportContext->SetFpsLimit(r_fps_limit);
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}
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Render::Bootstrap::NotificationBus::Broadcast(
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&Render::Bootstrap::NotificationBus::Events::OnFrameRateLimitChanged, fpsLimit);
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}
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void BootstrapSystemComponent::CreateDefaultRenderPipeline()
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{
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EnsureDefaultRenderPipelineInstalledForScene(m_defaultScene, m_viewportContext);
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@@ -381,23 +404,11 @@ namespace AZ
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}
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void BootstrapSystemComponent::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] ScriptTimePoint time)
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{
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// Temp: When running in the launcher without the legacy renderer
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// we need to call RenderTick on the viewport context each frame.
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if (m_viewportContext)
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{
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AZ::ApplicationTypeQuery appType;
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ComponentApplicationBus::Broadcast(&AZ::ComponentApplicationBus::Events::QueryApplicationType, appType);
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if (appType.IsGame())
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{
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m_viewportContext->RenderTick();
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}
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}
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}
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{ }
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int BootstrapSystemComponent::GetTickOrder()
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{
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return TICK_LAST;
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return TICK_PRE_RENDER;
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}
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void BootstrapSystemComponent::OnWindowClosed()
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