/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "Renderer.h"
#include "graphics/Canvas2D.h"
#include "graphics/CinemaManager.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/ModelDef.h"
#include "graphics/TerrainTextureManager.h"
#include "i18n/L10n.h"
#include "lib/allocators/shared_ptr.h"
#include "lib/hash.h"
#include "lib/tex/tex.h"
#include "gui/GUIManager.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/Globals.h"
#include "ps/Loader.h"
#include "ps/Profile.h"
#include "ps/Filesystem.h"
#include "ps/World.h"
#include "ps/ProfileViewer.h"
#include "graphics/Camera.h"
#include "graphics/FontManager.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/Texture.h"
#include "graphics/TextureManager.h"
#include "ps/Util.h"
#include "ps/VideoMode.h"
#include "renderer/backend/IDevice.h"
#include "renderer/DebugRenderer.h"
#include "renderer/PostprocManager.h"
#include "renderer/RenderingOptions.h"
#include "renderer/RenderModifiers.h"
#include "renderer/SceneRenderer.h"
#include "renderer/TimeManager.h"
#include "renderer/VertexBufferManager.h"
#include "tools/atlas/GameInterface/GameLoop.h"
#include "tools/atlas/GameInterface/View.h"
#include
namespace
{
size_t g_NextScreenShotNumber = 0;
///////////////////////////////////////////////////////////////////////////////////
// CRendererStatsTable - Profile display of rendering stats
/**
* Class CRendererStatsTable: Implementation of AbstractProfileTable to
* display the renderer stats in-game.
*
* Accesses CRenderer::m_Stats by keeping the reference passed to the
* constructor.
*/
class CRendererStatsTable : public AbstractProfileTable
{
NONCOPYABLE(CRendererStatsTable);
public:
CRendererStatsTable(const CRenderer::Stats& st);
// Implementation of AbstractProfileTable interface
CStr GetName() override;
CStr GetTitle() override;
size_t GetNumberRows() override;
const std::vector& GetColumns() override;
CStr GetCellText(size_t row, size_t col) override;
AbstractProfileTable* GetChild(size_t row) override;
private:
/// Reference to the renderer singleton's stats
const CRenderer::Stats& Stats;
/// Column descriptions
std::vector columnDescriptions;
enum
{
Row_DrawCalls = 0,
Row_TerrainTris,
Row_WaterTris,
Row_ModelTris,
Row_OverlayTris,
Row_BlendSplats,
Row_Particles,
Row_VBReserved,
Row_VBAllocated,
Row_TextureMemory,
Row_ShadersLoaded,
// Must be last to count number of rows
NumberRows
};
};
// Construction
CRendererStatsTable::CRendererStatsTable(const CRenderer::Stats& st)
: Stats(st)
{
columnDescriptions.push_back(ProfileColumn("Name", 230));
columnDescriptions.push_back(ProfileColumn("Value", 100));
}
// Implementation of AbstractProfileTable interface
CStr CRendererStatsTable::GetName()
{
return "renderer";
}
CStr CRendererStatsTable::GetTitle()
{
return "Renderer statistics";
}
size_t CRendererStatsTable::GetNumberRows()
{
return NumberRows;
}
const std::vector& CRendererStatsTable::GetColumns()
{
return columnDescriptions;
}
CStr CRendererStatsTable::GetCellText(size_t row, size_t col)
{
char buf[256];
switch(row)
{
case Row_DrawCalls:
if (col == 0)
return "# draw calls";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_DrawCalls);
return buf;
case Row_TerrainTris:
if (col == 0)
return "# terrain tris";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_TerrainTris);
return buf;
case Row_WaterTris:
if (col == 0)
return "# water tris";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_WaterTris);
return buf;
case Row_ModelTris:
if (col == 0)
return "# model tris";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_ModelTris);
return buf;
case Row_OverlayTris:
if (col == 0)
return "# overlay tris";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_OverlayTris);
return buf;
case Row_BlendSplats:
if (col == 0)
return "# blend splats";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_BlendSplats);
return buf;
case Row_Particles:
if (col == 0)
return "# particles";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_Particles);
return buf;
case Row_VBReserved:
if (col == 0)
return "VB reserved";
sprintf_s(buf, sizeof(buf), "%lu kB", static_cast(g_Renderer.GetVertexBufferManager().GetBytesReserved() / 1024));
return buf;
case Row_VBAllocated:
if (col == 0)
return "VB allocated";
sprintf_s(buf, sizeof(buf), "%lu kB", static_cast(g_Renderer.GetVertexBufferManager().GetBytesAllocated() / 1024));
return buf;
case Row_TextureMemory:
if (col == 0)
return "textures uploaded";
sprintf_s(buf, sizeof(buf), "%lu kB", (unsigned long)g_Renderer.GetTextureManager().GetBytesUploaded() / 1024);
return buf;
case Row_ShadersLoaded:
if (col == 0)
return "shader effects loaded";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)g_Renderer.GetShaderManager().GetNumEffectsLoaded());
return buf;
default:
return "???";
}
}
AbstractProfileTable* CRendererStatsTable::GetChild(size_t UNUSED(row))
{
return 0;
}
} // anonymous namespace
///////////////////////////////////////////////////////////////////////////////////
// CRenderer implementation
/**
* Struct CRendererInternals: Truly hide data that is supposed to be hidden
* in this structure so it won't even appear in header files.
*/
class CRenderer::Internals
{
NONCOPYABLE(Internals);
public:
Renderer::Backend::IDevice* device;
std::unique_ptr deviceCommandContext;
/// true if CRenderer::Open has been called
bool IsOpen;
/// true if shaders need to be reloaded
bool ShadersDirty;
/// Table to display renderer stats in-game via profile system
CRendererStatsTable profileTable;
/// Shader manager
CShaderManager shaderManager;
/// Texture manager
CTextureManager textureManager;
CVertexBufferManager vertexBufferManager;
/// Time manager
CTimeManager timeManager;
/// Postprocessing effect manager
CPostprocManager postprocManager;
CSceneRenderer sceneRenderer;
CDebugRenderer debugRenderer;
CFontManager fontManager;
struct VertexAttributesHash
{
size_t operator()(const std::vector& attributes) const;
};
std::unordered_map<
std::vector,
std::unique_ptr, VertexAttributesHash> vertexInputLayouts;
Internals(Renderer::Backend::IDevice* device) :
device(device),
deviceCommandContext(device->CreateCommandContext()),
IsOpen(false), ShadersDirty(true), profileTable(g_Renderer.m_Stats),
shaderManager(device), textureManager(g_VFS, false, device), vertexBufferManager(device),
postprocManager(device), sceneRenderer(device)
{
}
};
size_t CRenderer::Internals::VertexAttributesHash::operator()(
const std::vector& attributes) const
{
size_t seed = 0;
hash_combine(seed, attributes.size());
for (const Renderer::Backend::SVertexAttributeFormat& attribute : attributes)
{
hash_combine(seed, attribute.stream);
hash_combine(seed, attribute.format);
hash_combine(seed, attribute.offset);
hash_combine(seed, attribute.stride);
hash_combine(seed, attribute.rate);
hash_combine(seed, attribute.bindingSlot);
}
return seed;
}
CRenderer::CRenderer(Renderer::Backend::IDevice* device)
{
TIMER(L"InitRenderer");
m = std::make_unique(device);
g_ProfileViewer.AddRootTable(&m->profileTable);
m_Width = 0;
m_Height = 0;
m_Stats.Reset();
// Create terrain related stuff.
new CTerrainTextureManager(device);
Open(g_xres, g_yres);
// Setup lighting environment. Since the Renderer accesses the
// lighting environment through a pointer, this has to be done before
// the first Frame.
GetSceneRenderer().SetLightEnv(&g_LightEnv);
ModelDefActivateFastImpl();
ColorActivateFastImpl();
ModelRenderer::Init();
}
CRenderer::~CRenderer()
{
delete &g_TexMan;
// We no longer UnloadWaterTextures here -
// that is the responsibility of the module that asked for
// them to be loaded (i.e. CGameView).
m.reset();
}
void CRenderer::ReloadShaders()
{
ENSURE(m->IsOpen);
m->sceneRenderer.ReloadShaders(m->device);
m->ShadersDirty = false;
}
bool CRenderer::Open(int width, int height)
{
m->IsOpen = true;
// Dimensions
m_Width = width;
m_Height = height;
// Validate the currently selected render path
SetRenderPath(g_RenderingOptions.GetRenderPath());
m->debugRenderer.Initialize();
if (m->postprocManager.IsEnabled())
m->postprocManager.Initialize();
m->sceneRenderer.Initialize();
return true;
}
void CRenderer::Resize(int width, int height)
{
m_Width = width;
m_Height = height;
m->postprocManager.Resize();
m->sceneRenderer.Resize(width, height);
}
void CRenderer::SetRenderPath(RenderPath rp)
{
if (!m->IsOpen)
{
// Delay until Open() is called.
return;
}
// Renderer has been opened, so validate the selected renderpath
const bool hasShadersSupport =
m->device->GetCapabilities().ARBShaders ||
m->device->GetBackend() != Renderer::Backend::Backend::GL_ARB;
if (rp == RenderPath::DEFAULT)
{
if (hasShadersSupport)
rp = RenderPath::SHADER;
else
rp = RenderPath::FIXED;
}
if (rp == RenderPath::SHADER)
{
if (!hasShadersSupport)
{
LOGWARNING("Falling back to fixed function\n");
rp = RenderPath::FIXED;
}
}
// TODO: remove this once capabilities have been properly extracted and the above checks have been moved elsewhere.
g_RenderingOptions.m_RenderPath = rp;
MakeShadersDirty();
}
bool CRenderer::ShouldRender() const
{
return !g_app_minimized && (g_app_has_focus || !g_VideoMode.IsInFullscreen());
}
void CRenderer::RenderFrame(const bool needsPresent)
{
// Do not render if not focused while in fullscreen or minimised,
// as that triggers a difficult-to-reproduce crash on some graphic cards.
if (!ShouldRender())
return;
if (m_ScreenShotType == ScreenShotType::BIG)
{
RenderBigScreenShot(needsPresent);
}
else if (m_ScreenShotType == ScreenShotType::DEFAULT)
{
RenderScreenShot(needsPresent);
}
else
{
if (needsPresent)
{
// In case of no acquired backbuffer we have nothing render to.
if (!m->device->AcquireNextBackbuffer())
return;
}
if (m_ShouldPreloadResourcesBeforeNextFrame)
{
m_ShouldPreloadResourcesBeforeNextFrame = false;
// We don't need to render logger for the preload.
RenderFrameImpl(true, false);
}
RenderFrameImpl(true, true);
m->deviceCommandContext->Flush();
if (needsPresent)
m->device->Present();
}
}
void CRenderer::RenderFrameImpl(const bool renderGUI, const bool renderLogger)
{
PROFILE3("render");
g_Profiler2.RecordGPUFrameStart();
g_TexMan.UploadResourcesIfNeeded(m->deviceCommandContext.get());
m->textureManager.MakeUploadProgress(m->deviceCommandContext.get());
// prepare before starting the renderer frame
if (g_Game && g_Game->IsGameStarted())
g_Game->GetView()->BeginFrame();
if (g_Game)
m->sceneRenderer.SetSimulation(g_Game->GetSimulation2());
// start new frame
BeginFrame();
if (g_Game && g_Game->IsGameStarted())
{
g_Game->GetView()->Prepare(m->deviceCommandContext.get());
Renderer::Backend::IFramebuffer* framebuffer = nullptr;
Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
CPostprocManager& postprocManager = GetPostprocManager();
if (postprocManager.IsEnabled())
{
// We have to update the post process manager with real near/far planes
// that we use for the scene rendering.
postprocManager.SetDepthBufferClipPlanes(
m->sceneRenderer.GetViewCamera().GetNearPlane(),
m->sceneRenderer.GetViewCamera().GetFarPlane()
);
postprocManager.Initialize();
framebuffer = postprocManager.PrepareAndGetOutputFramebuffer();
viewportRect.width = framebuffer->GetWidth();
viewportRect.height = framebuffer->GetHeight();
}
else
{
// We don't need to clear the color attachment of the framebuffer as the sky
// is going to be rendered anyway.
framebuffer =
m->deviceCommandContext->GetDevice()->GetCurrentBackbuffer(
Renderer::Backend::AttachmentLoadOp::DONT_CARE,
Renderer::Backend::AttachmentStoreOp::STORE,
Renderer::Backend::AttachmentLoadOp::CLEAR,
Renderer::Backend::AttachmentStoreOp::DONT_CARE);
viewportRect.width = m_Width;
viewportRect.height = m_Height;
}
m->deviceCommandContext->BeginFramebufferPass(framebuffer);
m->deviceCommandContext->SetViewports(1, &viewportRect);
g_Game->GetView()->Render(m->deviceCommandContext.get());
if (postprocManager.IsEnabled())
{
m->deviceCommandContext->EndFramebufferPass();
if (postprocManager.IsMultisampleEnabled())
postprocManager.ResolveMultisampleFramebuffer(m->deviceCommandContext.get());
postprocManager.ApplyPostproc(m->deviceCommandContext.get());
Renderer::Backend::IFramebuffer* backbuffer =
m->deviceCommandContext->GetDevice()->GetCurrentBackbuffer(
Renderer::Backend::AttachmentLoadOp::LOAD,
Renderer::Backend::AttachmentStoreOp::STORE,
Renderer::Backend::AttachmentLoadOp::LOAD,
Renderer::Backend::AttachmentStoreOp::DONT_CARE);
postprocManager.BlitOutputFramebuffer(
m->deviceCommandContext.get(), backbuffer);
m->deviceCommandContext->BeginFramebufferPass(backbuffer);
Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
viewportRect.width = m_Width;
viewportRect.height = m_Height;
m->deviceCommandContext->SetViewports(1, &viewportRect);
}
g_Game->GetView()->RenderOverlays(m->deviceCommandContext.get());
g_Game->GetView()->GetCinema()->Render();
}
else
{
// We have a fullscreen background in our UI so we don't need
// to clear the color attachment.
// We don't need a depth test to render so we don't care about the
// depth-stencil attachment content.
// In case of Atlas we don't have g_Game, so we still need to clear depth.
const Renderer::Backend::AttachmentLoadOp depthStencilLoadOp =
g_AtlasGameLoop && g_AtlasGameLoop->view
? Renderer::Backend::AttachmentLoadOp::CLEAR
: Renderer::Backend::AttachmentLoadOp::DONT_CARE;
Renderer::Backend::IFramebuffer* backbuffer =
m->deviceCommandContext->GetDevice()->GetCurrentBackbuffer(
Renderer::Backend::AttachmentLoadOp::DONT_CARE,
Renderer::Backend::AttachmentStoreOp::STORE,
depthStencilLoadOp,
Renderer::Backend::AttachmentStoreOp::DONT_CARE);
m->deviceCommandContext->BeginFramebufferPass(backbuffer);
Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
viewportRect.width = m_Width;
viewportRect.height = m_Height;
m->deviceCommandContext->SetViewports(1, &viewportRect);
}
// If we're in Atlas game view, render special tools
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
{
g_AtlasGameLoop->view->DrawCinemaPathTool();
}
RenderFrame2D(renderGUI, renderLogger);
m->deviceCommandContext->EndFramebufferPass();
EndFrame();
const Stats& stats = GetStats();
PROFILE2_ATTR("draw calls: %zu", stats.m_DrawCalls);
PROFILE2_ATTR("terrain tris: %zu", stats.m_TerrainTris);
PROFILE2_ATTR("water tris: %zu", stats.m_WaterTris);
PROFILE2_ATTR("model tris: %zu", stats.m_ModelTris);
PROFILE2_ATTR("overlay tris: %zu", stats.m_OverlayTris);
PROFILE2_ATTR("blend splats: %zu", stats.m_BlendSplats);
PROFILE2_ATTR("particles: %zu", stats.m_Particles);
g_Profiler2.RecordGPUFrameEnd();
}
void CRenderer::RenderFrame2D(const bool renderGUI, const bool renderLogger)
{
CCanvas2D canvas(g_xres, g_yres, g_VideoMode.GetScale(), m->deviceCommandContext.get());
m->sceneRenderer.RenderTextOverlays(canvas);
if (renderGUI)
{
GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render GUI");
// All GUI elements are drawn in Z order to render semi-transparent
// objects correctly.
g_GUI->Draw(canvas);
}
// If we're in Atlas game view, render special overlays (e.g. editor bandbox).
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
{
g_AtlasGameLoop->view->DrawOverlays(canvas);
}
{
GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render console");
g_Console->Render(canvas);
}
if (renderLogger)
{
GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render logger");
g_Logger->Render(canvas);
}
{
GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render profiler");
// Profile information
g_ProfileViewer.RenderProfile(canvas);
}
}
void CRenderer::RenderScreenShot(const bool needsPresent)
{
m_ScreenShotType = ScreenShotType::NONE;
// get next available numbered filename
// note: %04d -> always 4 digits, so sorting by filename works correctly.
const VfsPath filenameFormat(L"screenshots/screenshot%04d.png");
VfsPath filename;
vfs::NextNumberedFilename(g_VFS, filenameFormat, g_NextScreenShotNumber, filename);
const size_t width = static_cast(g_xres), height = static_cast(g_yres);
const size_t bpp = 24;
if (needsPresent && !m->device->AcquireNextBackbuffer())
return;
// Hide log messages and re-render
RenderFrameImpl(true, false);
const size_t img_size = width * height * bpp / 8;
const size_t hdr_size = tex_hdr_size(filename);
std::shared_ptr buf;
AllocateAligned(buf, hdr_size + img_size, maxSectorSize);
void* img = buf.get() + hdr_size;
Tex t;
if (t.wrap(width, height, bpp, TEX_BOTTOM_UP, buf, hdr_size) < 0)
return;
m->deviceCommandContext->ReadbackFramebufferSync(0, 0, width, height, img);
m->deviceCommandContext->Flush();
if (needsPresent)
m->device->Present();
if (tex_write(&t, filename) == INFO::OK)
{
OsPath realPath;
g_VFS->GetRealPath(filename, realPath);
LOGMESSAGERENDER("Screenshot written to '%s'", realPath.string8());
debug_printf(
CStr(g_L10n.Translate("Screenshot written to '%s'") + "\n").c_str(),
realPath.string8().c_str());
}
else
LOGERROR("Error writing screenshot to '%s'", filename.string8());
}
void CRenderer::RenderBigScreenShot(const bool needsPresent)
{
m_ScreenShotType = ScreenShotType::NONE;
// If the game hasn't started yet then use WriteScreenshot to generate the image.
if (!g_Game)
return RenderScreenShot(needsPresent);
int tiles = 4, tileWidth = 256, tileHeight = 256;
CFG_GET_VAL("screenshot.tiles", tiles);
CFG_GET_VAL("screenshot.tilewidth", tileWidth);
CFG_GET_VAL("screenshot.tileheight", tileHeight);
if (tiles <= 0 || tileWidth <= 0 || tileHeight <= 0 || tileWidth * tiles % 4 != 0 || tileHeight * tiles % 4 != 0)
{
LOGWARNING("Invalid big screenshot size: tiles=%d tileWidth=%d tileHeight=%d", tiles, tileWidth, tileHeight);
return;
}
if (g_xres < tileWidth && g_yres < tileHeight)
{
LOGWARNING(
"The window size is too small for a big screenshot, increase the"
" window size %dx%d or decrease the tile size %dx%d",
g_xres, g_yres, tileWidth, tileHeight);
return;
}
// get next available numbered filename
// note: %04d -> always 4 digits, so sorting by filename works correctly.
const VfsPath filenameFormat(L"screenshots/screenshot%04d.bmp");
VfsPath filename;
vfs::NextNumberedFilename(g_VFS, filenameFormat, g_NextScreenShotNumber, filename);
const int imageWidth = tileWidth * tiles, imageHeight = tileHeight * tiles;
const int bpp = 24;
const size_t imageSize = imageWidth * imageHeight * bpp / 8;
const size_t tileSize = tileWidth * tileHeight * bpp / 8;
const size_t headerSize = tex_hdr_size(filename);
void* tileData = malloc(tileSize);
if (!tileData)
{
WARN_IF_ERR(ERR::NO_MEM);
return;
}
std::shared_ptr imageBuffer;
AllocateAligned(imageBuffer, headerSize + imageSize, maxSectorSize);
Tex t;
void* img = imageBuffer.get() + headerSize;
if (t.wrap(imageWidth, imageHeight, bpp, TEX_BOTTOM_UP, imageBuffer, headerSize) < 0)
{
free(tileData);
return;
}
CCamera oldCamera = *g_Game->GetView()->GetCamera();
// Resize various things so that the sizes and aspect ratios are correct
{
g_Renderer.Resize(tileWidth, tileHeight);
SViewPort vp = { 0, 0, tileWidth, tileHeight };
g_Game->GetView()->SetViewport(vp);
}
// Render each tile
CMatrix3D projection;
projection.SetIdentity();
const float aspectRatio = 1.0f * tileWidth / tileHeight;
for (int tileY = 0; tileY < tiles; ++tileY)
{
for (int tileX = 0; tileX < tiles; ++tileX)
{
// Adjust the camera to render the appropriate region
if (oldCamera.GetProjectionType() == CCamera::ProjectionType::PERSPECTIVE)
{
projection.SetPerspectiveTile(
oldCamera.GetFOV(), aspectRatio, oldCamera.GetNearPlane(), oldCamera.GetFarPlane(),
tiles, tileX, tileY);
}
g_Game->GetView()->GetCamera()->SetProjection(projection);
if (!needsPresent || m->device->AcquireNextBackbuffer())
{
RenderFrameImpl(false, false);
m->deviceCommandContext->ReadbackFramebufferSync(0, 0, tileWidth, tileHeight, tileData);
m->deviceCommandContext->Flush();
if (needsPresent)
m->device->Present();
}
// Copy the tile pixels into the main image
for (int y = 0; y < tileHeight; ++y)
{
void* dest = static_cast(img) + ((tileY * tileHeight + y) * imageWidth + (tileX * tileWidth)) * bpp / 8;
void* src = static_cast(tileData) + y * tileWidth * bpp / 8;
memcpy(dest, src, tileWidth * bpp / 8);
}
}
}
// Restore the viewport settings
{
g_Renderer.Resize(g_xres, g_yres);
SViewPort vp = { 0, 0, g_xres, g_yres };
g_Game->GetView()->SetViewport(vp);
g_Game->GetView()->GetCamera()->SetProjectionFromCamera(oldCamera);
}
if (tex_write(&t, filename) == INFO::OK)
{
OsPath realPath;
g_VFS->GetRealPath(filename, realPath);
LOGMESSAGERENDER("Screenshot written to '%s'", realPath.string8());
debug_printf(
CStr(g_L10n.Translate("Screenshot written to '%s'") + "\n").c_str(),
realPath.string8().c_str());
}
else
LOGERROR("Error writing screenshot to '%s'", filename.string8());
free(tileData);
}
void CRenderer::BeginFrame()
{
PROFILE("begin frame");
// Zero out all the per-frame stats.
m_Stats.Reset();
if (m->ShadersDirty)
ReloadShaders();
m->sceneRenderer.BeginFrame();
}
void CRenderer::EndFrame()
{
PROFILE3("end frame");
m->sceneRenderer.EndFrame();
}
void CRenderer::MakeShadersDirty()
{
m->ShadersDirty = true;
m->sceneRenderer.MakeShadersDirty();
}
CTextureManager& CRenderer::GetTextureManager()
{
return m->textureManager;
}
CVertexBufferManager& CRenderer::GetVertexBufferManager()
{
return m->vertexBufferManager;
}
CShaderManager& CRenderer::GetShaderManager()
{
return m->shaderManager;
}
CTimeManager& CRenderer::GetTimeManager()
{
return m->timeManager;
}
CPostprocManager& CRenderer::GetPostprocManager()
{
return m->postprocManager;
}
CSceneRenderer& CRenderer::GetSceneRenderer()
{
return m->sceneRenderer;
}
CDebugRenderer& CRenderer::GetDebugRenderer()
{
return m->debugRenderer;
}
CFontManager& CRenderer::GetFontManager()
{
return m->fontManager;
}
void CRenderer::PreloadResourcesBeforeNextFrame()
{
m_ShouldPreloadResourcesBeforeNextFrame = true;
}
void CRenderer::MakeScreenShotOnNextFrame(ScreenShotType screenShotType)
{
m_ScreenShotType = screenShotType;
}
Renderer::Backend::IDeviceCommandContext* CRenderer::GetDeviceCommandContext()
{
return m->deviceCommandContext.get();
}
Renderer::Backend::IVertexInputLayout* CRenderer::GetVertexInputLayout(
const PS::span attributes)
{
const auto [it, inserted] = m->vertexInputLayouts.emplace(
std::vector{attributes.begin(), attributes.end()}, nullptr);
if (inserted)
it->second = m->device->CreateVertexInputLayout(attributes);
return it->second.get();
}