/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. // Description : CryENGINE system core #include "CrySystem_precompiled.h" #include "System.h" #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include "windows.h" #endif #if defined(AZ_PLATFORM_IOS) #import #endif #include #include #include #include "Log.h" #include "XConsole.h" #include #include #include "PhysRenderer.h" #include #include "CrySizerStats.h" #include "CrySizerImpl.h" #include "VisRegTest.h" #include "ITextModeConsole.h" #include #include #include "MiniGUI/MiniGUI.h" #include "PerfHUD.h" #include "ThreadInfo.h" #include #if defined(AZ_RESTRICTED_PLATFORM) #undef AZ_RESTRICTED_SECTION #define SYSTEMRENDERER_CPP_SECTION_1 1 #define SYSTEMRENDERER_CPP_SECTION_2 2 #endif extern CMTSafeHeap* g_pPakHeap; #if defined(AZ_PLATFORM_ANDROID) #include #endif extern int CryMemoryGetAllocatedSize(); ///////////////////////////////////////////////////////////////////////////////// static void VerifySizeRenderVar(ICVar* pVar) { const int size = pVar->GetIVal(); if (size <= 0) { AZ_Error("Console Variable", false, "'%s' set to invalid value: %i. Setting to nearest safe value: 1.", pVar->GetName(), size); pVar->Set(1); } } ///////////////////////////////////////////////////////////////////////////////// bool CSystem::GetPrimaryPhysicalDisplayDimensions([[maybe_unused]] int& o_widthPixels, [[maybe_unused]] int& o_heightPixels) { #if defined(AZ_PLATFORM_WINDOWS) o_widthPixels = GetSystemMetrics(SM_CXSCREEN); o_heightPixels = GetSystemMetrics(SM_CYSCREEN); return true; #elif defined(AZ_PLATFORM_ANDROID) return AZ::Android::Utils::GetWindowSize(o_widthPixels, o_heightPixels); #else return false; #endif } bool CSystem::IsTablet() { //TODO: Add support for Android tablets #if defined(AZ_PLATFORM_IOS) return [UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad; #else return false; #endif } ///////////////////////////////////////////////////////////////////////////////// void CSystem::CreateRendererVars(const SSystemInitParams& startupParams) { int iFullScreenDefault = 1; int iDisplayInfoDefault = 0; int iWidthDefault = 1280; int iHeightDefault = 720; #if defined(AZ_PLATFORM_ANDROID) || defined(AZ_PLATFORM_IOS) GetPrimaryPhysicalDisplayDimensions(iWidthDefault, iHeightDefault); #elif defined(WIN32) || defined(WIN64) iFullScreenDefault = 0; iWidthDefault = GetSystemMetrics(SM_CXFULLSCREEN) * 2 / 3; iHeightDefault = GetSystemMetrics(SM_CYFULLSCREEN) * 2 / 3; #endif if (IsDevMode()) { iFullScreenDefault = 0; iDisplayInfoDefault = 1; } // load renderer settings from engine.ini m_rWidth = REGISTER_INT_CB("r_Width", iWidthDefault, VF_DUMPTODISK, "Sets the display width, in pixels. Default is 1280.\n" "Usage: r_Width [800/1024/..]", VerifySizeRenderVar); m_rHeight = REGISTER_INT_CB("r_Height", iHeightDefault, VF_DUMPTODISK, "Sets the display height, in pixels. Default is 720.\n" "Usage: r_Height [600/768/..]", VerifySizeRenderVar); m_rWidthAndHeightAsFractionOfScreenSize = REGISTER_FLOAT("r_WidthAndHeightAsFractionOfScreenSize", 1.0f, VF_DUMPTODISK, "(iOS/Android only) Sets the display width and height as a fraction of the physical screen size. Default is 1.0.\n" "Usage: rWidthAndHeightAsFractionOfScreenSize [0.1 - 1.0]"); m_rTabletWidthAndHeightAsFractionOfScreenSize = REGISTER_FLOAT("r_TabletWidthAndHeightAsFractionOfScreenSize", 1.0f, VF_DUMPTODISK, "(iOS only) NOTE: TABLETS ONLY Sets the display width and height as a fraction of the physical screen size. Default is 1.0.\n" "Usage: rTabletWidthAndHeightAsFractionOfScreenSize [0.1 - 1.0]"); m_rMaxWidth = REGISTER_INT("r_MaxWidth", 0, VF_DUMPTODISK, "(iOS/Android only) Sets the maximum display width while maintaining the device aspect ratio.\n" "Usage: r_MaxWidth [1024/1920/..] (0 for no max), combined with r_WidthAndHeightAsFractionOfScreenSize [0.1 - 1.0]"); m_rMaxHeight = REGISTER_INT("r_MaxHeight", 0, VF_DUMPTODISK, "(iOS/Android only) Sets the maximum display height while maintaining the device aspect ratio.\n" "Usage: r_MaxHeight [768/1080/..] (0 for no max), combined with r_WidthAndHeightAsFractionOfScreenSize [0.1 - 1.0]"); m_rColorBits = REGISTER_INT("r_ColorBits", 32, VF_DUMPTODISK, "Sets the color resolution, in bits per pixel. Default is 32.\n" "Usage: r_ColorBits [32/24/16/8]"); m_rDepthBits = REGISTER_INT("r_DepthBits", 24, VF_DUMPTODISK | VF_REQUIRE_APP_RESTART, "Sets the depth precision, in bits per pixel. Default is 24.\n" "Usage: r_DepthBits [32/24]"); m_rStencilBits = REGISTER_INT("r_StencilBits", 8, VF_DUMPTODISK, "Sets the stencil precision, in bits per pixel. Default is 8.\n"); // Needs to be initialized as soon as possible due to swap chain creation modifications.. m_rHDRDolby = REGISTER_INT_CB("r_HDRDolby", 0, VF_DUMPTODISK, "HDR dolby output mode\n" "Usage: r_HDRDolby [Value]\n" "0: Off (default)\n" "1: Dolby maui output\n" "2: Dolby vision output\n", [] (ICVar* cvar) { eDolbyVisionMode mode = static_cast(cvar->GetIVal()); if (mode == eDVM_Vision && gEnv->IsEditor()) { cvar->Set(static_cast(eDVM_Disabled)); } }); // Restrict the limits of this cvar to the eDolbyVisionMode values m_rHDRDolby->SetLimits(static_cast(eDVM_Disabled), static_cast(eDVM_Vision)); #if defined(WIN32) || defined(WIN64) REGISTER_INT("r_overrideDXGIAdapter", -1, VF_REQUIRE_APP_RESTART, "Specifies index of the preferred video adapter to be used for rendering (-1=off, loops until first suitable adapter is found).\n" "Use this to resolve which video card to use if more than one DX11 capable GPU is available in the system."); #endif #if defined(WIN32) || defined(WIN64) const char* p_r_DriverDef = "Auto"; #elif defined(APPLE) const char* p_r_DriverDef = "METAL"; #elif defined(ANDROID) const char* p_r_DriverDef = "GL"; #elif defined(LINUX) const char* p_r_DriverDef = "GL"; if (gEnv->IsDedicated()) { p_r_DriverDef = "NULL"; } #elif defined(AZ_RESTRICTED_PLATFORM) #define AZ_RESTRICTED_SECTION SYSTEMRENDERER_CPP_SECTION_1 #include AZ_RESTRICTED_FILE(SystemRender_cpp) #else const char* p_r_DriverDef = "DX9"; // required to be deactivated for final release #endif if (startupParams.pCvarsDefault) { // hack to customize the default value of r_Driver SCvarsDefault* pCvarsDefault = startupParams.pCvarsDefault; if (pCvarsDefault->sz_r_DriverDef && pCvarsDefault->sz_r_DriverDef[0]) { p_r_DriverDef = startupParams.pCvarsDefault->sz_r_DriverDef; } } m_rDriver = REGISTER_STRING("r_Driver", p_r_DriverDef, VF_DUMPTODISK | VF_INVISIBLE, "Sets the renderer driver ( DX11/AUTO/NULL ).\n" "Specify in bootstrap.cfg like this: r_Driver = \"DX11\""); m_rFullscreen = REGISTER_INT("r_Fullscreen", iFullScreenDefault, VF_DUMPTODISK, "Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.\n" "Usage: r_Fullscreen [0=window/1=fullscreen]"); m_rFullscreenWindow = REGISTER_INT("r_FullscreenWindow", 0, VF_DUMPTODISK, "Toggles fullscreen-as-window mode. Fills screen but allows seamless switching. Default is 0.\n" "Usage: r_FullscreenWindow [0=locked fullscreen/1=fullscreen as window]"); m_rFullscreenNativeRes = REGISTER_INT("r_FullscreenNativeRes", 0, VF_DUMPTODISK, ""); m_rDisplayInfo = REGISTER_INT("r_DisplayInfo", iDisplayInfoDefault, VF_RESTRICTEDMODE | VF_DUMPTODISK, "Toggles debugging information display.\n" "Usage: r_DisplayInfo [0=off/1=show/2=enhanced/3=compact]"); m_rOverscanBordersDrawDebugView = REGISTER_INT("r_OverscanBordersDrawDebugView", 0, VF_RESTRICTEDMODE | VF_DUMPTODISK, "Toggles drawing overscan borders.\n" "Usage: r_OverscanBordersDrawDebugView [0=off/1=show]"); } ////////////////////////////////////////////////////////////////////////// void CSystem::RenderBegin() { FUNCTION_PROFILER_FAST(GetISystem(), PROFILE_SYSTEM, g_bProfilerEnabled); if (m_bIgnoreUpdates) { return; } bool rndAvail = m_env.pRenderer != 0; ////////////////////////////////////////////////////////////////////// //start the rendering pipeline if (rndAvail) { m_env.pRenderer->BeginFrame(); } gEnv->nMainFrameID = (rndAvail) ? m_env.pRenderer->GetFrameID(false) : 0; } ////////////////////////////////////////////////////////////////////////// void CSystem::RenderEnd([[maybe_unused]] bool bRenderStats, bool bMainWindow) { { FUNCTION_PROFILER_FAST(GetISystem(), PROFILE_SYSTEM, g_bProfilerEnabled); if (m_bIgnoreUpdates) { return; } if (!m_env.pRenderer) { return; } if (bMainWindow) // we don't do this in UI Editor window for example { #if !defined (_RELEASE) // Flush render data and swap buffers. m_env.pRenderer->RenderDebug(bRenderStats); #endif #if defined(USE_PERFHUD) if (m_pPerfHUD) { m_pPerfHUD->Draw(); } if (m_pMiniGUI) { m_pMiniGUI->Draw(); } #endif if (!gEnv->pSystem->GetILevelSystem() || !gEnv->pSystem->GetILevelSystem()->IsLevelLoaded()) { IConsole* console = GetIConsole(); //Same goes for the console. When no level is loaded, it's okay to render it outside of the renderer //so that users can load maps or change settings. if (console != nullptr) { console->Draw(); } } } m_env.pRenderer->ForceGC(); // XXX Rename this m_env.pRenderer->EndFrame(); if (IConsole* pConsole = GetIConsole()) { // if we have pending cvar calculation, execute it here // since we know cvars will be correct here after ->EndFrame(). if (!pConsole->IsHashCalculated()) { pConsole->CalcCheatVarHash(); } } } } void CSystem::OnScene3DEnd() { //Render Console if (m_bDrawConsole && gEnv->pConsole) { gEnv->pConsole->Draw(); } } //! Update screen and call some important tick functions during loading. void CSystem::SynchronousLoadingTick([[maybe_unused]] const char* pFunc, [[maybe_unused]] int line) { LOADING_TIME_PROFILE_SECTION; if (gEnv && gEnv->bMultiplayer && !gEnv->IsEditor()) { //UpdateLoadingScreen currently contains a couple of tick functions that need to be called regularly during the synchronous level loading, //when the usual engine and game ticks are suspended. UpdateLoadingScreen(); #if defined(MAP_LOADING_SLICING) GetISystemScheduler()->SliceAndSleep(pFunc, line); #endif } } ////////////////////////////////////////////////////////////////////////// void CSystem::UpdateLoadingScreen() { // Do not update the network thread from here - it will cause context corruption - use the NetworkStallTicker thread system if (GetCurrentThreadId() != gEnv->mMainThreadId) { return; } #if defined(AZ_RESTRICTED_PLATFORM) #define AZ_RESTRICTED_SECTION SYSTEMRENDERER_CPP_SECTION_2 #include AZ_RESTRICTED_FILE(SystemRender_cpp) #endif #if AZ_LOADSCREENCOMPONENT_ENABLED EBUS_EVENT(LoadScreenBus, UpdateAndRender); #endif // if AZ_LOADSCREENCOMPONENT_ENABLED if (!m_bEditor && !IsQuitting()) { if (m_pProgressListener) { m_pProgressListener->OnLoadingProgress(0); } } } ////////////////////////////////////////////////////////////////////////// void CSystem::DisplayErrorMessage(const char* acMessage, [[maybe_unused]] float fTime, const float* pfColor, bool bHardError) { SErrorMessage message; message.m_Message = acMessage; if (pfColor) { memcpy(message.m_Color, pfColor, 4 * sizeof(float)); } else { message.m_Color[0] = 1.0f; message.m_Color[1] = 0.0f; message.m_Color[2] = 0.0f; message.m_Color[3] = 1.0f; } message.m_HardFailure = bHardError; #ifdef _RELEASE message.m_fTimeToShow = fTime; #else message.m_fTimeToShow = 1.0f; #endif m_ErrorMessages.push_back(message); } //! Renders the statistics; this is called from RenderEnd, but if the //! Host application (Editor) doesn't employ the Render cycle in ISystem, //! it may call this method to render the essential statistics ////////////////////////////////////////////////////////////////////////// void CSystem::RenderStatistics() { RenderStats(); } ////////////////////////////////////////////////////////////////////// void CSystem::Render() { if (m_bIgnoreUpdates) { return; } //check what is the current process if (!m_pProcess) { return; //should never happen } //check if the game is in pause or //in menu mode //bool bPause=false; //if (m_pProcess->GetFlags() & PROC_MENU) // bPause=true; FUNCTION_PROFILER_FAST(GetISystem(), PROFILE_SYSTEM, g_bProfilerEnabled); ////////////////////////////////////////////////////////////////////// //draw m_env.p3DEngine->PreWorldStreamUpdate(m_ViewCamera); if (m_pProcess) { if (m_pProcess->GetFlags() & PROC_3DENGINE) { if (!gEnv->IsEditing()) // Editor calls it's own rendering update { if (m_env.p3DEngine && !m_env.IsFMVPlaying()) { if (!IsEquivalent(m_ViewCamera.GetPosition(), Vec3(0, 0, 0), VEC_EPSILON) || // never pass undefined camera to p3DEngine->RenderWorld() gEnv->IsDedicated() || (gEnv->pRenderer && gEnv->pRenderer->IsPost3DRendererEnabled())) { GetIRenderer()->SetViewport(0, 0, GetIRenderer()->GetWidth(), GetIRenderer()->GetHeight()); m_env.p3DEngine->RenderWorld(SHDF_ALLOW_WATER | SHDF_ALLOWPOSTPROCESS | SHDF_ALLOWHDR | SHDF_ZPASS | SHDF_ALLOW_AO, SRenderingPassInfo::CreateGeneralPassRenderingInfo(m_ViewCamera), __FUNCTION__); } else { if (gEnv->pRenderer) { // force rendering of black screen to be sure we don't only render the clear color (which is the fog color by default) gEnv->pRenderer->SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_NODEPTHTEST); gEnv->pRenderer->Draw2dImage(0, 0, 800, 600, -1, 0.0f, 0.0f, 1.0f, 1.0f, 0.f, 0.0f, 0.0f, 0.0f, 1.0f, 0.f); } } } #if !defined(_RELEASE) if (m_pVisRegTest) { m_pVisRegTest->AfterRender(); } #endif if (m_env.pMovieSystem) { m_env.pMovieSystem->Render(); } } } else { GetIRenderer()->SetViewport(0, 0, GetIRenderer()->GetWidth(), GetIRenderer()->GetHeight()); m_pProcess->RenderWorld(SHDF_ALLOW_WATER | SHDF_ALLOWPOSTPROCESS | SHDF_ALLOWHDR | SHDF_ZPASS | SHDF_ALLOW_AO, SRenderingPassInfo::CreateGeneralPassRenderingInfo(m_ViewCamera), __FUNCTION__); } } m_env.p3DEngine->WorldStreamUpdate(); gEnv->pRenderer->SwitchToNativeResolutionBackbuffer(); } ////////////////////////////////////////////////////////////////////////// void CSystem::RenderStats() { #if defined(ENABLE_PROFILING_CODE) #ifndef _RELEASE // if we rendered an error message on screen during the last frame, then sleep now // to force hard stall for 3sec if (m_bHasRenderedErrorMessage && !gEnv->IsEditor() && !IsLoading()) { // DO NOT REMOVE OR COMMENT THIS OUT! // If you hit this, then you most likely have invalid (synchronous) file accesses // which must be fixed in order to not stall the entire game. Sleep(3000); m_bHasRenderedErrorMessage = false; } #endif // render info messages on screen float fTextPosX = 5.0f; float fTextPosY = -10; float fTextStepY = 13; float fFrameTime = gEnv->pTimer->GetRealFrameTime(); TErrorMessages::iterator itnext; for (TErrorMessages::iterator it = m_ErrorMessages.begin(); it != m_ErrorMessages.end(); it = itnext) { itnext = it; ++itnext; SErrorMessage& message = *it; SDrawTextInfo ti; ti.flags = eDrawText_FixedSize | eDrawText_2D | eDrawText_Monospace; memcpy(ti.color, message.m_Color, 4 * sizeof(float)); ti.xscale = ti.yscale = 1.4f; m_env.pRenderer->DrawTextQueued(Vec3(fTextPosX, fTextPosY += fTextStepY, 1.0f), ti, message.m_Message.c_str()); if (!IsLoading()) { message.m_fTimeToShow -= fFrameTime; } if (message.m_HardFailure) { m_bHasRenderedErrorMessage = true; } if (message.m_fTimeToShow < 0.0f) { m_ErrorMessages.erase(it); } } #endif if (!m_env.pConsole) { return; } #ifndef _RELEASE if (m_rOverscanBordersDrawDebugView) { RenderOverscanBorders(); } #endif int iDisplayInfo = m_rDisplayInfo->GetIVal(); if (iDisplayInfo == 0) { return; } // Draw engine stats if (m_env.p3DEngine) { // Draw 3dengine stats and get last text cursor position float nTextPosX = 101 - 20, nTextPosY = -2, nTextStepY = 3; m_env.p3DEngine->DisplayInfo(nTextPosX, nTextPosY, nTextStepY, iDisplayInfo != 1); // Dump Open 3D Engine CPU and GPU memory statistics to screen m_env.p3DEngine->DisplayMemoryStatistics(); #if defined(ENABLE_LW_PROFILERS) if (m_rDisplayInfo->GetIVal() == 2) { m_env.pRenderer->TextToScreen(nTextPosX, nTextPosY += nTextStepY, "SysMem %.1f mb", float(DumpMMStats(false)) / 1024.f); } #endif #if 0 for (int i = 0; i < NUM_POOLS; ++i) { int used = (g_pPakHeap->m_iBigPoolUsed[i] ? (int)g_pPakHeap->m_iBigPoolSize[i] : 0); int size = (int)g_pPakHeap->m_iBigPoolSize[i]; float fC1[4] = {1, 1, 0, 1}; m_env.pRenderer->Draw2dLabel(10, 100.0f + i * 16, 2.1f, fC1, false, "BigPool %d: %d bytes of %d bytes used", i, used, size); } #endif } } void CSystem::RenderOverscanBorders() { #ifndef _RELEASE if (m_env.pRenderer && m_rOverscanBordersDrawDebugView) { int iOverscanBordersDrawDebugView = m_rOverscanBordersDrawDebugView->GetIVal(); if (iOverscanBordersDrawDebugView) { const int texId = -1; const float uv = 0.0f; const float rot = 0.0f; const int whiteTextureId = m_env.pRenderer->GetWhiteTextureId(); const float r = 1.0f; const float g = 1.0f; const float b = 1.0f; const float a = 0.2f; Vec2 overscanBorders = Vec2(0.0f, 0.0f); m_env.pRenderer->EF_Query(EFQ_OverscanBorders, overscanBorders); const float overscanBorderWidth = overscanBorders.x * VIRTUAL_SCREEN_WIDTH; const float overscanBorderHeight = overscanBorders.y * VIRTUAL_SCREEN_HEIGHT; const float xPos = overscanBorderWidth; const float yPos = overscanBorderHeight; const float width = VIRTUAL_SCREEN_WIDTH - (2.0f * overscanBorderWidth); const float height = VIRTUAL_SCREEN_HEIGHT - (2.0f * overscanBorderHeight); m_env.pRenderer->SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_NODEPTHTEST); m_env.pRenderer->Draw2dImage(xPos, yPos, width, height, whiteTextureId, uv, uv, uv, uv, rot, r, g, b, a); } } #endif }