mirror of
https://github.com/DrBeef/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
292 lines
7.8 KiB
C++
292 lines
7.8 KiB
C++
/*
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** Renderer multithreading framework
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stddef.h>
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#include "i_system.h"
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#include "filesystem.h"
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#include "v_video.h"
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#include "r_thread.h"
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#include "r_memory.h"
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#include "poly_thread.h"
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#include "printf.h"
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#include "polyrenderer/drawers/poly_triangle.h"
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#include <chrono>
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CVAR(Int, r_multithreaded, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Int, r_debug_draw, 0, 0);
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/////////////////////////////////////////////////////////////////////////////
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DrawerThreads *DrawerThreads::Instance()
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{
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static DrawerThreads threads;
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return &threads;
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}
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DrawerThreads::DrawerThreads()
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{
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}
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DrawerThreads::~DrawerThreads()
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{
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StopThreads();
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}
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void DrawerThreads::Execute(DrawerCommandQueuePtr commands)
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{
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if (!commands || commands->commands.empty())
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return;
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auto queue = Instance();
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queue->StartThreads();
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// Add to queue and awaken worker threads
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std::unique_lock<std::mutex> start_lock(queue->start_mutex);
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std::unique_lock<std::mutex> end_lock(queue->end_mutex);
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queue->active_commands.push_back(commands);
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queue->tasks_left += queue->threads.size();
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end_lock.unlock();
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start_lock.unlock();
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queue->start_condition.notify_all();
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}
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void DrawerThreads::ResetDebugDrawPos()
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{
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auto queue = Instance();
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std::unique_lock<std::mutex> start_lock(queue->start_mutex);
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bool reached_end = false;
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for (auto &thread : queue->threads)
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{
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if (thread.debug_draw_pos + r_debug_draw * 60 * 2 < queue->debug_draw_end)
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reached_end = true;
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thread.debug_draw_pos = 0;
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}
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if (!reached_end)
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queue->debug_draw_end += r_debug_draw;
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else
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queue->debug_draw_end = 0;
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}
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void DrawerThreads::WaitForWorkers()
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{
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using namespace std::chrono_literals;
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// Wait for workers to finish
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auto queue = Instance();
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std::unique_lock<std::mutex> end_lock(queue->end_mutex);
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if (!queue->end_condition.wait_for(end_lock, 5s, [&]() { return queue->tasks_left == 0; }))
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{
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I_FatalError("Drawer threads did not finish within 5 seconds!");
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}
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end_lock.unlock();
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// Clean up
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std::unique_lock<std::mutex> start_lock(queue->start_mutex);
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for (auto &thread : queue->threads)
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thread.current_queue = 0;
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for (auto &list : queue->active_commands)
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{
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for (auto &command : list->commands)
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command->~DrawerCommand();
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list->Clear();
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}
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queue->active_commands.clear();
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}
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void DrawerThreads::WorkerMain(DrawerThread *thread)
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{
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while (true)
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{
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// Wait until we are signalled to run:
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std::unique_lock<std::mutex> start_lock(start_mutex);
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start_condition.wait(start_lock, [&]() { return thread->current_queue < active_commands.size() || shutdown_flag; });
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if (shutdown_flag)
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break;
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// Grab the commands
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DrawerCommandQueuePtr list = active_commands[thread->current_queue];
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thread->current_queue++;
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thread->numa_start_y = thread->numa_node * screen->GetHeight() / thread->num_numa_nodes;
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thread->numa_end_y = (thread->numa_node + 1) * screen->GetHeight() / thread->num_numa_nodes;
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if (thread->poly)
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{
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thread->poly->numa_start_y = thread->numa_start_y;
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thread->poly->numa_end_y = thread->numa_end_y;
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}
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start_lock.unlock();
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// Do the work:
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if (r_debug_draw)
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{
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for (auto& command : list->commands)
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{
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thread->debug_draw_pos++;
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if (thread->debug_draw_pos < debug_draw_end)
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command->Execute(thread);
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}
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}
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else
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{
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for (auto& command : list->commands)
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{
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command->Execute(thread);
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}
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}
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// Notify main thread that we finished:
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std::unique_lock<std::mutex> end_lock(end_mutex);
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tasks_left--;
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bool finishedTasks = tasks_left == 0;
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end_lock.unlock();
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if (finishedTasks)
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end_condition.notify_all();
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}
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}
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void DrawerThreads::StartThreads()
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{
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std::unique_lock<std::mutex> lock(threads_mutex);
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int num_numathreads = 0;
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for (int i = 0; i < I_GetNumaNodeCount(); i++)
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num_numathreads += I_GetNumaNodeThreadCount(i);
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int num_threads = num_numathreads;
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if (num_threads == 0)
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{
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static bool firstCall = true;
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if (firstCall)
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{
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firstCall = false;
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if (r_multithreaded == 1)
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Printf("Warning: Unable to determine number of CPU cores/threads for this computer. To improve performance, please type 'r_multithreaded x' in the console, where x is the number of threads to use.\n");
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}
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num_threads = 1;
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}
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if (r_multithreaded == 0)
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num_threads = 1;
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else if (r_multithreaded != 1)
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num_threads = r_multithreaded;
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if (num_threads != (int)threads.size())
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{
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StopThreads();
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threads.resize(num_threads);
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if (num_threads == num_numathreads)
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{
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int curThread = 0;
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for (int numaNode = 0; numaNode < I_GetNumaNodeCount(); numaNode++)
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{
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for (int i = 0; i < I_GetNumaNodeThreadCount(numaNode); i++)
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{
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DrawerThreads *queue = this;
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DrawerThread *thread = &threads[curThread++];
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thread->core = i;
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thread->num_cores = I_GetNumaNodeThreadCount(numaNode);
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thread->numa_node = numaNode;
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thread->num_numa_nodes = I_GetNumaNodeCount();
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thread->thread = std::thread([=]() { queue->WorkerMain(thread); });
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I_SetThreadNumaNode(thread->thread, numaNode);
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}
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}
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}
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else
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{
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for (int i = 0; i < num_threads; i++)
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{
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DrawerThreads *queue = this;
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DrawerThread *thread = &threads[i];
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thread->core = i;
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thread->num_cores = num_threads;
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thread->numa_node = 0;
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thread->num_numa_nodes = 1;
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thread->thread = std::thread([=]() { queue->WorkerMain(thread); });
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I_SetThreadNumaNode(thread->thread, 0);
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}
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}
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}
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}
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void DrawerThreads::StopThreads()
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{
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std::unique_lock<std::mutex> lock(start_mutex);
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shutdown_flag = true;
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lock.unlock();
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start_condition.notify_all();
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for (auto &thread : threads)
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thread.thread.join();
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threads.clear();
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lock.lock();
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shutdown_flag = false;
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}
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/////////////////////////////////////////////////////////////////////////////
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DrawerCommandQueue::DrawerCommandQueue(RenderMemory *frameMemory) : FrameMemory(frameMemory)
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{
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}
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void *DrawerCommandQueue::AllocMemory(size_t size)
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{
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return FrameMemory->AllocMemory<uint8_t>((int)size);
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}
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/////////////////////////////////////////////////////////////////////////////
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void GroupMemoryBarrierCommand::Execute(DrawerThread *thread)
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{
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std::unique_lock<std::mutex> lock(mutex);
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count++;
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condition.notify_all();
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condition.wait(lock, [&]() { return count >= (size_t)thread->num_cores; });
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}
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/////////////////////////////////////////////////////////////////////////////
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MemcpyCommand::MemcpyCommand(void *dest, int destpitch, const void *src, int width, int height, int srcpitch, int pixelsize)
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: dest(dest), src(src), destpitch(destpitch), width(width), height(height), srcpitch(srcpitch), pixelsize(pixelsize)
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{
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}
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void MemcpyCommand::Execute(DrawerThread *thread)
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{
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int start = thread->skipped_by_thread(0);
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int count = thread->count_for_thread(0, height);
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int sstep = thread->num_cores * srcpitch * pixelsize;
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int dstep = thread->num_cores * destpitch * pixelsize;
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int size = width * pixelsize;
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uint8_t *d = (uint8_t*)dest + start * destpitch * pixelsize;
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const uint8_t *s = (const uint8_t*)src + start * srcpitch * pixelsize;
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for (int i = 0; i < count; i++)
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{
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memcpy(d, s, size);
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d += dstep;
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s += sstep;
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}
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}
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