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dhkatzandClaude Opus 5.5 065c7e9300
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Never make the client wait for drawing, or hold up its steps
The renderer process now takes each view's chunks on a thread of its own as
they come, and draws the newest frame on its main thread: the client no longer
waits for the previous frame to be drawn (on a VM, 22 of a frame's 25 ms).

The adapter records the client's steps (SceneViewer::step, by replacing its
entry in the exported IFrameListener vtable, after checking it), and the frame
pacer doesn't ask for a frame that wouldn't end before the next step is due: a
late step made the client catch up two at once, which showed as hitches. While
the renderer process covers the view, the client's renderer doesn't begin or
present frames, which could wait for the display.

The engine's stats now include the time in the client renderer's methods.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 21:30:46 -07:00

79 lines
3.2 KiB
C++

// The renderer plugin's entry points, which SceneWindow.dll's createDLLRenderer looks up by name (exported
// undecorated by plugin.def). The engine is the adapter's (engine.hpp): IMVU's Direct3D engine draws, and the
// renderer process draws over part of it.
#include <windows.h>
#include <exception>
#include <string_view>
#include "log.hpp"
#include "engine.hpp"
#include "recorder.hpp"
#include "renderer_process.hpp"
#include "scene_hooks.hpp"
#include "t5de/imvu/render_engine.hpp"
namespace {
using namespace t5de;
// IMVU's Direct3D 9 engine, made by SceneWindow.dll (already loaded: it's what loads this plugin). Direct3D
// rather than IMVU's OpenGL engine, which needs a real graphics driver: Direct3D also works on Windows' basic
// display driver (virtual machines), and it's what most players use.
imvu::SharedPtr<imvu::PiRenderEngine> create_imvu_engine(imvu::SharedPtr<imvu::INativeWindow> window)
{
HMODULE scene_window = GetModuleHandleW(L"SceneWindow.dll");
auto create = scene_window == nullptr
? nullptr
: reinterpret_cast<imvu::CreateRenderer>(GetProcAddress(scene_window, imvu::createRendererName));
if (create == nullptr) {
log::info("SceneWindow.dll's createRenderer not found");
return {};
}
return create(std::move(window), imvu::RendererType::Direct3D);
}
// What the renderer process draws: T5DE_RENDERER_VIEW=off, split (the right half), full (the default) or compare.
// (The renderer process can also be switched while it runs: renderer/main.cpp.)
protocol::View view()
{
wchar_t value[16] = {};
GetEnvironmentVariableW(L"T5DE_RENDERER_VIEW", value, 16);
const std::wstring_view setting = value;
return setting == L"off" ? protocol::View::Off
: setting == L"split" ? protocol::View::Split
: setting == L"compare" ? protocol::View::Compare
: protocol::View::Full;
}
} // namespace
extern "C" int __cdecl isRenderEngineSupported() { return 1; }
// Returns a C++ object from a C-linkage function: fine here, the caller is C++ built for the same ABI.
#pragma warning(suppress : 4190)
extern "C" imvu::SharedPtr<imvu::PiRenderEngine> __cdecl createRenderEngine(imvu::SharedPtr<imvu::INativeWindow> window)
{
try {
log::info("createRenderEngine: window {}", static_cast<void*>(window.get()));
HWND hwnd = window ? window->getPlatformWindow() : nullptr;
scene_hooks::install();
auto inner = create_imvu_engine(std::move(window));
if (!inner) {
return {};
}
const protocol::View shown = view();
auto renderer = hwnd != nullptr && shown != protocol::View::Off ? RendererProcess::start(hwnd, shown) : nullptr;
return imvu::SharedPtr<imvu::PiRenderEngine>(std::make_unique<Engine>(
std::move(inner), std::make_shared<Recorder>(std::move(renderer)), hwnd));
} catch (const std::exception& e) {
// Exceptions mustn't cross into IMVU's code (a different C++ runtime).
log::info("createRenderEngine failed: {}", e.what());
return {};
} catch (...) {
log::info("createRenderEngine failed");
return {};
}
}