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Merge branch 'shadow-uniform-thread-safety' into 'master'

Shadow uniform thread safety

Closes #5026

See merge request OpenMW/openmw!284
This commit is contained in:
psi29a 2020-08-21 22:04:44 +00:00
commit a740b77b3d
2 changed files with 47 additions and 45 deletions

View file

@ -749,7 +749,8 @@ MWShadowTechnique::ViewDependentData::ViewDependentData(MWShadowTechnique* vdsm)
_viewDependentShadowMap(vdsm)
{
OSG_INFO<<"ViewDependentData::ViewDependentData()"<<this<<std::endl;
_stateset = new osg::StateSet;
for (auto& perFrameStateset : _stateset)
perFrameStateset = new osg::StateSet;
}
void MWShadowTechnique::ViewDependentData::releaseGLObjects(osg::State* state) const
@ -1343,9 +1344,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
std::string validRegionUniformName = "validRegionMatrix" + std::to_string(sm_i);
osg::ref_ptr<osg::Uniform> validRegionUniform;
std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
for (auto uniform : _uniforms)
for (auto uniform : _uniforms[cv.getTraversalNumber() % 2])
{
if (uniform->getName() == validRegionUniformName)
validRegionUniform = uniform;
@ -1354,7 +1353,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
if (!validRegionUniform)
{
validRegionUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, validRegionUniformName);
_uniforms.push_back(validRegionUniform);
_uniforms[cv.getTraversalNumber() % 2].push_back(validRegionUniform);
}
validRegionUniform->set(validRegionMatrix);
@ -1400,7 +1399,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
if (numValidShadows>0)
{
decoratorStateGraph->setStateSet(selectStateSetForRenderingShadow(*vdd));
decoratorStateGraph->setStateSet(selectStateSetForRenderingShadow(*vdd, cv.getTraversalNumber()));
}
// OSG_NOTICE<<"End of shadow setup Projection matrix "<<*cv.getProjectionMatrix()<<std::endl;
@ -1467,8 +1466,6 @@ void MWShadowTechnique::createShaders()
unsigned int _baseTextureUnit = 0;
std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
_shadowCastingStateSet = new osg::StateSet;
ShadowSettings* settings = getShadowedScene()->getShadowSettings();
@ -1501,15 +1498,20 @@ void MWShadowTechnique::createShaders()
_shadowCastingStateSet->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_uniforms.clear();
osg::ref_ptr<osg::Uniform> baseTextureSampler = new osg::Uniform("baseTexture",(int)_baseTextureUnit);
_uniforms.push_back(baseTextureSampler.get());
osg::ref_ptr<osg::Uniform> baseTextureUnit = new osg::Uniform("baseTextureUnit",(int)_baseTextureUnit);
_uniforms.push_back(baseTextureUnit.get());
_uniforms.push_back(new osg::Uniform("maximumShadowMapDistance", (float)settings->getMaximumShadowMapDistance()));
_uniforms.push_back(new osg::Uniform("shadowFadeStart", (float)_shadowFadeStart));
osg::ref_ptr<osg::Uniform> maxDistance = new osg::Uniform("maximumShadowMapDistance", (float)settings->getMaximumShadowMapDistance());
osg::ref_ptr<osg::Uniform> fadeStart = new osg::Uniform("shadowFadeStart", (float)_shadowFadeStart);
for (auto& perFrameUniformList : _uniforms)
{
perFrameUniformList.clear();
perFrameUniformList.push_back(baseTextureSampler);
perFrameUniformList.push_back(baseTextureUnit.get());
perFrameUniformList.push_back(maxDistance);
perFrameUniformList.push_back(fadeStart);
}
for(unsigned int sm_i=0; sm_i<settings->getNumShadowMapsPerLight(); ++sm_i)
{
@ -1517,14 +1519,16 @@ void MWShadowTechnique::createShaders()
std::stringstream sstr;
sstr<<"shadowTexture"<<sm_i;
osg::ref_ptr<osg::Uniform> shadowTextureSampler = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
_uniforms.push_back(shadowTextureSampler.get());
for (auto& perFrameUniformList : _uniforms)
perFrameUniformList.push_back(shadowTextureSampler.get());
}
{
std::stringstream sstr;
sstr<<"shadowTextureUnit"<<sm_i;
osg::ref_ptr<osg::Uniform> shadowTextureUnit = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
_uniforms.push_back(shadowTextureUnit.get());
for (auto& perFrameUniformList : _uniforms)
perFrameUniformList.push_back(shadowTextureUnit.get());
}
}
@ -2974,24 +2978,20 @@ void MWShadowTechnique::cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Ca
return;
}
osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependentData& vdd) const
osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const
{
OSG_INFO<<" selectStateSetForRenderingShadow() "<<vdd.getStateSet()<<std::endl;
OSG_INFO<<" selectStateSetForRenderingShadow() "<<vdd.getStateSet(traversalNumber)<<std::endl;
osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet();
osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet(traversalNumber);
std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
stateset->clear();
vdd.getStateSet()->clear();
stateset->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
vdd.getStateSet()->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
for(Uniforms::const_iterator itr=_uniforms.begin();
itr!=_uniforms.end();
++itr)
for(const auto& uniform : _uniforms[traversalNumber % 2])
{
OSG_INFO<<"addUniform("<<(*itr)->getName()<<")"<<std::endl;
stateset->addUniform(itr->get());
OSG_INFO<<"addUniform("<<uniform->getName()<<")"<<std::endl;
stateset->addUniform(uniform);
}
if (_program.valid())
@ -3047,7 +3047,7 @@ osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependent
stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
}
return vdd.getStateSet();
return stateset;
}
void MWShadowTechnique::resizeGLObjectBuffers(unsigned int /*maxSize*/)
@ -3104,12 +3104,12 @@ SceneUtil::MWShadowTechnique::DebugHUD::DebugHUD(int numberOfShadowMapsPerLight)
fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, debugFrustumFragmentShaderSource);
frustumProgram->addShader(fragmentShader);
for (int i = 0; i < 2; ++i)
for (auto& frustumGeometry : mFrustumGeometries)
{
mFrustumGeometries.emplace_back(new osg::Geometry());
mFrustumGeometries[i]->setCullingActive(false);
frustumGeometry = new osg::Geometry();
frustumGeometry->setCullingActive(false);
mFrustumGeometries[i]->getOrCreateStateSet()->setAttributeAndModes(frustumProgram, osg::StateAttribute::ON);
frustumGeometry->getOrCreateStateSet()->setAttributeAndModes(frustumProgram, osg::StateAttribute::ON);
}
osg::ref_ptr<osg::DrawElementsUShort> frustumDrawElements = new osg::DrawElementsUShort(osg::PrimitiveSet::LINE_STRIP);
@ -3145,12 +3145,14 @@ void SceneUtil::MWShadowTechnique::DebugHUD::draw(osg::ref_ptr<osg::Texture2D> t
// It might be possible to change shadow settings at runtime
if (shadowMapNumber > mDebugCameras.size())
addAnotherShadowMap();
mFrustumUniforms[shadowMapNumber]->set(matrix);
osg::ref_ptr<osg::StateSet> stateSet = mDebugGeometry[shadowMapNumber]->getOrCreateStateSet();
osg::ref_ptr<osg::StateSet> stateSet = new osg::StateSet();
stateSet->setTextureAttributeAndModes(sDebugTextureUnit, texture, osg::StateAttribute::ON);
auto frustumUniform = mFrustumUniforms[cv.getTraversalNumber() % 2][shadowMapNumber];
frustumUniform->set(matrix);
stateSet->addUniform(frustumUniform);
// Some of these calls may be superfluous.
unsigned int traversalMask = cv.getTraversalMask();
cv.setTraversalMask(mDebugGeometry[shadowMapNumber]->getNodeMask());
@ -3205,6 +3207,6 @@ void SceneUtil::MWShadowTechnique::DebugHUD::addAnotherShadowMap()
mFrustumTransforms[shadowMapNumber]->setCullingActive(false);
mDebugCameras[shadowMapNumber]->addChild(mFrustumTransforms[shadowMapNumber]);
mFrustumUniforms.push_back(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "transform"));
mFrustumTransforms[shadowMapNumber]->getOrCreateStateSet()->addUniform(mFrustumUniforms[shadowMapNumber]);
for(auto& uniformVector : mFrustumUniforms)
uniformVector.push_back(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "transform"));
}

View file

@ -19,6 +19,7 @@
#ifndef COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H
#define COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H 1
#include <array>
#include <mutex>
#include <osg/Camera>
@ -191,7 +192,7 @@ namespace SceneUtil {
ShadowDataList& getShadowDataList() { return _shadowDataList; }
osg::StateSet* getStateSet() { return _stateset.get(); }
osg::StateSet* getStateSet(unsigned int traversalNumber) { return _stateset[traversalNumber % 2].get(); }
virtual void releaseGLObjects(osg::State* = 0) const;
@ -200,7 +201,7 @@ namespace SceneUtil {
MWShadowTechnique* _viewDependentShadowMap;
osg::ref_ptr<osg::StateSet> _stateset;
std::array<osg::ref_ptr<osg::StateSet>, 2> _stateset;
LightDataList _lightDataList;
ShadowDataList _shadowDataList;
@ -230,7 +231,7 @@ namespace SceneUtil {
virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const;
virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const;
virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const;
protected:
virtual ~MWShadowTechnique();
@ -247,8 +248,7 @@ namespace SceneUtil {
osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
mutable std::mutex _accessUniformsAndProgramMutex;
Uniforms _uniforms;
std::array<Uniforms, 2> _uniforms;
osg::ref_ptr<osg::Program> _program;
bool _enableShadows;
@ -282,8 +282,8 @@ namespace SceneUtil {
osg::ref_ptr<osg::Program> mDebugProgram;
std::vector<osg::ref_ptr<osg::Node>> mDebugGeometry;
std::vector<osg::ref_ptr<osg::Group>> mFrustumTransforms;
std::vector<osg::ref_ptr<osg::Uniform>> mFrustumUniforms;
std::vector<osg::ref_ptr<osg::Geometry>> mFrustumGeometries;
std::array<std::vector<osg::ref_ptr<osg::Uniform>>, 2> mFrustumUniforms;
std::array<osg::ref_ptr<osg::Geometry>, 2> mFrustumGeometries;
};
osg::ref_ptr<DebugHUD> _debugHud;