gzdoom-gles/src/r_thread.cpp

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#include <stddef.h>
#include "templates.h"
#include "doomdef.h"
#include "i_system.h"
#include "w_wad.h"
#include "r_local.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "g_game.h"
#include "g_level.h"
#include "r_thread.h"
CVAR(Bool, r_multithreaded, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
void R_BeginDrawerCommands()
{
DrawerCommandQueue::Begin();
}
void R_EndDrawerCommands()
{
DrawerCommandQueue::End();
}
/////////////////////////////////////////////////////////////////////////////
DrawerCommandQueue *DrawerCommandQueue::Instance()
{
static DrawerCommandQueue queue;
return &queue;
}
DrawerCommandQueue::DrawerCommandQueue()
{
}
DrawerCommandQueue::~DrawerCommandQueue()
{
StopThreads();
}
void* DrawerCommandQueue::AllocMemory(size_t size)
{
// Make sure allocations remain 16-byte aligned
size = (size + 15) / 16 * 16;
auto queue = Instance();
if (queue->memorypool_pos + size > memorypool_size)
return nullptr;
void *data = queue->memorypool + queue->memorypool_pos;
queue->memorypool_pos += size;
return data;
}
void DrawerCommandQueue::Begin()
{
auto queue = Instance();
queue->Finish();
queue->threaded_render++;
}
void DrawerCommandQueue::End()
{
auto queue = Instance();
queue->Finish();
if (queue->threaded_render > 0)
queue->threaded_render--;
}
void DrawerCommandQueue::WaitForWorkers()
{
Instance()->Finish();
}
void DrawerCommandQueue::Finish()
{
auto queue = Instance();
if (queue->commands.empty())
return;
// Give worker threads something to do:
std::unique_lock<std::mutex> start_lock(queue->start_mutex);
queue->active_commands.swap(queue->commands);
queue->run_id++;
start_lock.unlock();
queue->StartThreads();
queue->start_condition.notify_all();
// Do one thread ourselves:
DrawerThread thread;
thread.core = 0;
thread.num_cores = (int)(queue->threads.size() + 1);
for (int pass = 0; pass < queue->num_passes; pass++)
{
thread.pass_start_y = pass * queue->rows_in_pass;
thread.pass_end_y = (pass + 1) * queue->rows_in_pass;
if (pass + 1 == queue->num_passes)
thread.pass_end_y = MAX(thread.pass_end_y, MAXHEIGHT);
size_t size = queue->active_commands.size();
for (size_t i = 0; i < size; i++)
{
auto &command = queue->active_commands[i];
command->Execute(&thread);
}
}
// Wait for everyone to finish:
std::unique_lock<std::mutex> end_lock(queue->end_mutex);
queue->end_condition.wait(end_lock, [&]() { return queue->finished_threads == queue->threads.size(); });
// Clean up batch:
for (auto &command : queue->active_commands)
command->~DrawerCommand();
queue->active_commands.clear();
queue->memorypool_pos = 0;
queue->finished_threads = 0;
}
void DrawerCommandQueue::StartThreads()
{
if (!threads.empty())
return;
int num_threads = std::thread::hardware_concurrency();
if (num_threads == 0)
num_threads = 4;
threads.resize(num_threads - 1);
for (int i = 0; i < num_threads - 1; i++)
{
DrawerCommandQueue *queue = this;
DrawerThread *thread = &threads[i];
thread->core = i + 1;
thread->num_cores = num_threads;
thread->thread = std::thread([=]()
{
int run_id = 0;
while (true)
{
// Wait until we are signalled to run:
std::unique_lock<std::mutex> start_lock(queue->start_mutex);
queue->start_condition.wait(start_lock, [&]() { return queue->run_id != run_id || queue->shutdown_flag; });
if (queue->shutdown_flag)
break;
run_id = queue->run_id;
start_lock.unlock();
// Do the work:
for (int pass = 0; pass < queue->num_passes; pass++)
{
thread->pass_start_y = pass * queue->rows_in_pass;
thread->pass_end_y = (pass + 1) * queue->rows_in_pass;
if (pass + 1 == queue->num_passes)
thread->pass_end_y = MAX(thread->pass_end_y, MAXHEIGHT);
size_t size = queue->active_commands.size();
for (size_t i = 0; i < size; i++)
{
auto &command = queue->active_commands[i];
command->Execute(thread);
}
}
// Notify main thread that we finished:
std::unique_lock<std::mutex> end_lock(queue->end_mutex);
queue->finished_threads++;
end_lock.unlock();
queue->end_condition.notify_all();
}
});
}
}
void DrawerCommandQueue::StopThreads()
{
std::unique_lock<std::mutex> lock(start_mutex);
shutdown_flag = true;
lock.unlock();
start_condition.notify_all();
for (auto &thread : threads)
thread.thread.join();
threads.clear();
lock.lock();
shutdown_flag = false;
}