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@clayjohn
Created August 5, 2019 22:04
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Uses custom viewports to generate textures before the first frame is drawn
extends Node2D
var myViewport
var myCanvas
func _ready():
## Stop main viewport from drawing when we force draw
## should loop through all other viewports as well
VisualServer.viewport_set_active(get_viewport().get_viewport_rid(), false)
# initialize Viewport, needs canvas
myViewport = VisualServer.viewport_create()
myCanvas = VisualServer.canvas_create()
VisualServer.viewport_attach_canvas(myViewport, myCanvas)
VisualServer.viewport_set_size(myViewport, 64, 64)
## "active" instructs it to be drawn
VisualServer.viewport_set_active(myViewport, true)
## create CanvasItem and add to canvas just as in servers tutorial
var ci_rid = VisualServer.canvas_item_create()
VisualServer.viewport_set_canvas_transform(myViewport, myCanvas, Transform())
VisualServer.canvas_item_set_parent(ci_rid, myCanvas)
var sprite = load("res://icon.png")
VisualServer.canvas_item_add_texture_rect(ci_rid, Rect2(Vector2(0, 0), sprite.get_size()), sprite)
## draw it once, this should be bundled into a function
VisualServer.viewport_set_update_mode(myViewport, VisualServer.VIEWPORT_UPDATE_ONCE)
VisualServer.viewport_set_vflip(myViewport, true)
VisualServer.force_draw(false)
var image = VisualServer.texture_get_data(VisualServer.viewport_get_texture(myViewport))
var texture = ImageTexture.new()
texture.create_from_image(image)
$Sprite2.texture = texture
#exact same as above
VisualServer.viewport_set_update_mode(myViewport, VisualServer.VIEWPORT_UPDATE_ONCE)
VisualServer.viewport_set_vflip(myViewport, false)
VisualServer.force_draw(false)
var image2 = VisualServer.texture_get_data(VisualServer.viewport_get_texture(myViewport))
var texture2 = ImageTexture.new()
texture2.create_from_image(image2)
$Sprite3.texture = texture2
#prints 0 as no frames have actually drawn
print(Engine.get_frames_drawn())
#reset the main viewport so everything actually draws to screen
VisualServer.viewport_set_active(get_viewport().get_viewport_rid(), true)
@Flarkk
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Flarkk commented Apr 9, 2021

@clayjohn thanks for the hint. But something still sounds wrong from my understanding: If force_draw guarantees that all viewports have been drawn afterwards, when called on the main thread (whatever the underlying mechanism : semaphore, condition_variable, etc ... to sync with the visual server thread), what’s different to call from another thread ?
I’ve also spotted the force_sync method, but the doc is really light on it. I wonder whether it can help or not.
Note that I’m developing in c++ NativeScript, so I’m a bit reluctant to use godot style signals or callbacks (preferring good old c++ style :-)

@clayjohn
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clayjohn commented Apr 9, 2021

@Flarkk force_draw does not guarantee that all viewports have been drawn. It just submits the draw commands to the GPU immediately instead of at the end of the frame.

Unfortunately, I don't think force_sync() is going to help you much :(
https://github.com/godotengine/godot/blob/5fe89e8ccda8f46c811e6f3fd601ca09ae138e17/servers/visual/visual_server_raster.cpp#L130-L131

Again, I didn't write this code assuming it would be run from another thread, so I can't do much troubleshooting for you. You can try running the code with different thread models to see if that helps. I understand that Godot, by default, tries to run all VisualServer commands on the main thread so you could be getting a bit out of sync, maybe running in a different thread model will help. Otherwise, you are just going to have to figure out a way to wait until the draw commands have finished executing before requesting the data from the GPU.

@Flarkk
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Flarkk commented Apr 11, 2021

Ok got it, many thanks.
For now I’ll stick in waiting a bit the draw command complete (as the work is done on a thread, it doesn’t freeze the entire game).
I’ll rewrite the whole thing with compute shaders when Godot 4.0 is out, as it should allow to completely separate textures rendering from the draw process.

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