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Add parallel rendering and game update support #195
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ensisoft
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Mar 7, 2024
Restructure the engine update and rendering loops with the intention to move things more forward a model where the "update" step can be executed as a task in a separate thread and the time step used by the update is then fed to the renderer in order to update the renderer material animations etc. The current blocker is that the renderer is still creating gfx resources during the draw operation and accessess the entity/entity node objects for this purpose. This would require locking and would not produce the best parallelism. A refactoring should be done to restructure the renderer so that no access to scene/entity/entity nodes is needed during render. Issue #195
ensisoft
added a commit
that referenced
this issue
Mar 7, 2024
Restructure the engine update and rendering loops with the intention to move things more forward a model where the "update" step can be executed as a task in a separate thread and the time step used by the update is then fed to the renderer in order to update the renderer material animations etc. The current blocker is that the renderer is still creating gfx resources during the draw operation and accessess the entity/entity node objects for this purpose. This would require locking and would not produce the best parallelism. A refactoring should be done to restructure the renderer so that no access to scene/entity/entity nodes is needed during render. Issue #195
ensisoft
added a commit
that referenced
this issue
Mar 7, 2024
Restructure the engine update and rendering loops with the intention to move things more forward a model where the "update" step can be executed as a task in a separate thread and the time step used by the update is then fed to the renderer in order to update the renderer material animations etc. The current blocker is that the renderer is still creating gfx resources during the draw operation and accessess the entity/entity node objects for this purpose. This would require locking and would not produce the best parallelism. A refactoring should be done to restructure the renderer so that no access to scene/entity/entity nodes is needed during render. Issue #195
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If the renderer runs frame late it should be possible to run game update and renderer render in parallel in different threads.
For Frame N
For frame N+1
The update for frame N+2 is kicked off
Renderer produces frame based on frame N-+1 data.
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