mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 23:00:52 +00:00
266 lines
6.4 KiB
C++
266 lines
6.4 KiB
C++
|
/*
|
||
|
** Polygon Doom software renderer
|
||
|
** Copyright (c) 2016 Magnus Norddahl
|
||
|
**
|
||
|
** This software is provided 'as-is', without any express or implied
|
||
|
** warranty. In no event will the authors be held liable for any damages
|
||
|
** arising from the use of this software.
|
||
|
**
|
||
|
** Permission is granted to anyone to use this software for any purpose,
|
||
|
** including commercial applications, and to alter it and redistribute it
|
||
|
** freely, subject to the following restrictions:
|
||
|
**
|
||
|
** 1. The origin of this software must not be misrepresented; you must not
|
||
|
** claim that you wrote the original software. If you use this software
|
||
|
** in a product, an acknowledgment in the product documentation would be
|
||
|
** appreciated but is not required.
|
||
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
||
|
** misrepresented as being the original software.
|
||
|
** 3. This notice may not be removed or altered from any source distribution.
|
||
|
**
|
||
|
*/
|
||
|
|
||
|
#include <stdlib.h>
|
||
|
#include "templates.h"
|
||
|
#include "doomdef.h"
|
||
|
#include "m_bbox.h"
|
||
|
#include "i_system.h"
|
||
|
#include "p_lnspec.h"
|
||
|
#include "p_setup.h"
|
||
|
#include "a_sharedglobal.h"
|
||
|
#include "g_level.h"
|
||
|
#include "p_effect.h"
|
||
|
#include "doomstat.h"
|
||
|
#include "r_state.h"
|
||
|
#include "v_palette.h"
|
||
|
#include "r_sky.h"
|
||
|
#include "po_man.h"
|
||
|
#include "r_data/colormaps.h"
|
||
|
#include "poly_renderthread.h"
|
||
|
#include "poly_renderer.h"
|
||
|
#include <mutex>
|
||
|
|
||
|
#ifdef WIN32
|
||
|
void PeekThreadedErrorPane();
|
||
|
#endif
|
||
|
|
||
|
EXTERN_CVAR(Bool, r_scene_multithreaded);
|
||
|
|
||
|
PolyRenderThread::PolyRenderThread(bool mainThread)
|
||
|
{
|
||
|
MainThread = mainThread;
|
||
|
FrameMemory.reset(new RenderMemory());
|
||
|
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
|
||
|
}
|
||
|
|
||
|
PolyRenderThread::~PolyRenderThread()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void PolyRenderThread::FlushDrawQueue()
|
||
|
{
|
||
|
DrawerThreads::Execute(DrawQueue);
|
||
|
|
||
|
UsedDrawQueues.push_back(DrawQueue);
|
||
|
DrawQueue.reset();
|
||
|
|
||
|
if (!FreeDrawQueues.empty())
|
||
|
{
|
||
|
DrawQueue = FreeDrawQueues.back();
|
||
|
FreeDrawQueues.pop_back();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PolyRenderThread::PrepareTexture(FTexture *texture)
|
||
|
{
|
||
|
if (texture == nullptr)
|
||
|
return;
|
||
|
|
||
|
// Textures may not have loaded/refreshed yet. The shared code doing
|
||
|
// this is not thread safe. By calling GetPixels in a mutex lock we
|
||
|
// make sure that only one thread is loading a texture at any given
|
||
|
// time.
|
||
|
//
|
||
|
// It is critical that this function is called before any direct
|
||
|
// calls to GetPixels for this to work.
|
||
|
|
||
|
static std::mutex loadmutex;
|
||
|
|
||
|
std::unique_lock<std::mutex> lock(loadmutex);
|
||
|
|
||
|
texture->GetPixels();
|
||
|
const FTexture::Span *spans;
|
||
|
texture->GetColumn(0, &spans);
|
||
|
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
|
||
|
{
|
||
|
texture->GetPixelsBgra();
|
||
|
texture->GetColumnBgra(0, &spans);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PolyRenderThread::PreparePolyObject(subsector_t *sub)
|
||
|
{
|
||
|
static std::mutex polyobjmutex;
|
||
|
|
||
|
std::unique_lock<std::mutex> lock(polyobjmutex);
|
||
|
|
||
|
if (sub->BSP == nullptr || sub->BSP->bDirty)
|
||
|
{
|
||
|
sub->BuildPolyBSP();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
PolyRenderThreads::PolyRenderThreads()
|
||
|
{
|
||
|
std::unique_ptr<PolyRenderThread> thread(new PolyRenderThread(true));
|
||
|
Threads.push_back(std::move(thread));
|
||
|
}
|
||
|
|
||
|
PolyRenderThreads::~PolyRenderThreads()
|
||
|
{
|
||
|
StopThreads();
|
||
|
}
|
||
|
|
||
|
void PolyRenderThreads::Clear()
|
||
|
{
|
||
|
for (auto &thread : Threads)
|
||
|
{
|
||
|
thread->FrameMemory->Clear();
|
||
|
thread->DrawQueue->Clear();
|
||
|
|
||
|
while (!thread->UsedDrawQueues.empty())
|
||
|
{
|
||
|
auto queue = thread->UsedDrawQueues.back();
|
||
|
thread->UsedDrawQueues.pop_back();
|
||
|
queue->Clear();
|
||
|
thread->FreeDrawQueues.push_back(queue);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PolyRenderThreads::RenderThreadSlices(int totalcount, std::function<void(PolyRenderThread *)> workerCallback, std::function<void(PolyRenderThread *)> collectCallback)
|
||
|
{
|
||
|
WorkerCallback = workerCallback;
|
||
|
|
||
|
int numThreads = std::thread::hardware_concurrency();
|
||
|
if (numThreads == 0)
|
||
|
numThreads = 4;
|
||
|
|
||
|
if (!r_scene_multithreaded || !r_multithreaded)
|
||
|
numThreads = 1;
|
||
|
|
||
|
if (numThreads != (int)Threads.size())
|
||
|
{
|
||
|
StopThreads();
|
||
|
StartThreads(numThreads);
|
||
|
}
|
||
|
|
||
|
// Setup threads:
|
||
|
std::unique_lock<std::mutex> start_lock(start_mutex);
|
||
|
for (int i = 0; i < numThreads; i++)
|
||
|
{
|
||
|
Threads[i]->Start = totalcount * i / numThreads;
|
||
|
Threads[i]->End = totalcount * (i + 1) / numThreads;
|
||
|
}
|
||
|
run_id++;
|
||
|
start_lock.unlock();
|
||
|
|
||
|
// Notify threads to run
|
||
|
if (Threads.size() > 1)
|
||
|
{
|
||
|
start_condition.notify_all();
|
||
|
}
|
||
|
|
||
|
// Do the main thread ourselves:
|
||
|
RenderThreadSlice(MainThread());
|
||
|
|
||
|
// Wait for everyone to finish:
|
||
|
if (Threads.size() > 1)
|
||
|
{
|
||
|
using namespace std::chrono_literals;
|
||
|
std::unique_lock<std::mutex> end_lock(end_mutex);
|
||
|
finished_threads++;
|
||
|
if (!end_condition.wait_for(end_lock, 5s, [&]() { return finished_threads == Threads.size(); }))
|
||
|
{
|
||
|
#ifdef WIN32
|
||
|
PeekThreadedErrorPane();
|
||
|
#endif
|
||
|
// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
|
||
|
int *threadCrashed = nullptr;
|
||
|
*threadCrashed = 0xdeadbeef;
|
||
|
}
|
||
|
finished_threads = 0;
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < numThreads; i++)
|
||
|
{
|
||
|
Threads[i]->FlushDrawQueue();
|
||
|
}
|
||
|
|
||
|
WorkerCallback = {};
|
||
|
|
||
|
for (int i = 1; i < numThreads; i++)
|
||
|
{
|
||
|
collectCallback(Threads[i].get());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PolyRenderThreads::RenderThreadSlice(PolyRenderThread *thread)
|
||
|
{
|
||
|
WorkerCallback(thread);
|
||
|
}
|
||
|
|
||
|
void PolyRenderThreads::StartThreads(size_t numThreads)
|
||
|
{
|
||
|
while (Threads.size() < (size_t)numThreads)
|
||
|
{
|
||
|
std::unique_ptr<PolyRenderThread> thread(new PolyRenderThread(false));
|
||
|
auto renderthread = thread.get();
|
||
|
int start_run_id = run_id;
|
||
|
thread->thread = std::thread([=]()
|
||
|
{
|
||
|
int last_run_id = start_run_id;
|
||
|
while (true)
|
||
|
{
|
||
|
// Wait until we are signalled to run:
|
||
|
std::unique_lock<std::mutex> start_lock(start_mutex);
|
||
|
start_condition.wait(start_lock, [&]() { return run_id != last_run_id || shutdown_flag; });
|
||
|
if (shutdown_flag)
|
||
|
break;
|
||
|
last_run_id = run_id;
|
||
|
start_lock.unlock();
|
||
|
|
||
|
RenderThreadSlice(renderthread);
|
||
|
|
||
|
// Notify main thread that we finished:
|
||
|
std::unique_lock<std::mutex> end_lock(end_mutex);
|
||
|
finished_threads++;
|
||
|
end_lock.unlock();
|
||
|
end_condition.notify_all();
|
||
|
}
|
||
|
});
|
||
|
Threads.push_back(std::move(thread));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PolyRenderThreads::StopThreads()
|
||
|
{
|
||
|
std::unique_lock<std::mutex> lock(start_mutex);
|
||
|
shutdown_flag = true;
|
||
|
lock.unlock();
|
||
|
start_condition.notify_all();
|
||
|
while (Threads.size() > 1)
|
||
|
{
|
||
|
Threads.back()->thread.join();
|
||
|
Threads.pop_back();
|
||
|
}
|
||
|
lock.lock();
|
||
|
shutdown_flag = false;
|
||
|
}
|