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Make Gazebo aware of SetCameraPassCountPerGpuFlush #921
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Requires ign-rendering update to compile correctly Affects gazebosim/gz-rendering#323 Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
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ahcorde
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Jul 19, 2021
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Signed-off-by: Matias N. Goldberg <[email protected]>
@osrf-jenkins run tests please |
ahcorde
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Jul 22, 2021
iche033
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Jul 22, 2021
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Dec 7, 2021
* Call Scene::PostRenderGpuFlush Requires ign-rendering update to compile correctly Affects gazebosim/gz-rendering#323 Signed-off-by: Matias N. Goldberg <[email protected]> * Update to use the renamed PostRender call Signed-off-by: Matias N. Goldberg <[email protected]> * Avoid warnings from Legacy mode Signed-off-by: Matias N. Goldberg <[email protected]> * Default to SetNumCameraPassesPerGpuFlush = 6 Signed-off-by: Matias N. Goldberg <[email protected]> * Rename SetNumCameraPassesPerGpuFlush -> SetCameraPassCountPerGpuFlush Signed-off-by: Matias N. Goldberg <[email protected]> * Style changes Signed-off-by: Matias N. Goldberg <[email protected]> Signed-off-by: William Lew <[email protected]>
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🎉 New feature
See gazebosim/gz-rendering/issues/323
Summary
ign-rendering has a new feature aimed to improve performance but also fixes a few bugs related to particle simulations; which is controlled via
Scene::SetCameraPassCountPerGpuFlush
.A value of 0 will use the legacy mode (i.e. previous behavior) to ease porting from older version.
A value > 0 controls performance vs RAM tradeoff (note that it is an upper limit; a very high value doesn't immediately waste RAM. See
Scene::SetCameraPassCountPerGpuFlush
documentation for details)This PR depends on gazebosim/gz-rendering#353 otherwise it will not compile.
Test it
Just run the code again. This PR changes SetCameraPassCountPerGpuFlush explicitly to 6 to take advantage of the new feature. Set it to 0 for legacy.
As for performance, there won't be yet measurable differences because most sensors are currently downloading rendering data immediately after submitting rendering; which forces a flush per sensor. The final improvement will come when we make use of AsyncTickets in Ogre 2.2
However after the PR it can be immediately tested that particles FXs involving GpuRays behave differently, because pre-PR each cubemap face would be rendered at different timestamps; post-PR they are all rendered at the same timestamp (even in legacy mode).
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge