mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- allow drawer queues to run immediately to improve r_scene_multithreaded performance
- removed unused pass ranges in DrawerThread
This commit is contained in:
parent
6926875b21
commit
3838ec3edc
7 changed files with 94 additions and 208 deletions
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@ -375,8 +375,6 @@ void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
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WorkerThreadData thread_data;
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thread_data.core = thread->core;
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thread_data.num_cores = thread->num_cores;
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thread_data.pass_start_y = thread->pass_start_y;
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thread_data.pass_end_y = thread->pass_end_y;
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thread_data.FullSpans = thread->FullSpansBuffer.data();
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thread_data.PartialBlocks = thread->PartialBlocksBuffer.data();
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@ -46,8 +46,6 @@ struct WorkerThreadData
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{
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int32_t core;
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int32_t num_cores;
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int32_t pass_start_y;
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int32_t pass_end_y;
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uint32_t *temp;
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// Triangle working data:
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@ -78,7 +78,9 @@ void PolyRenderer::RenderView(player_t *player)
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Thread.DrawQueue->Push<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
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}
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DrawerThreads::Execute({ Thread.DrawQueue });
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DrawerThreads::Execute(Thread.DrawQueue);
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DrawerThreads::WaitForWorkers();
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Thread.DrawQueue->Clear();
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}
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void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
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@ -98,7 +100,8 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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canvas->Lock(true);
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RenderActorView(actor, dontmaplines);
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DrawerThreads::Execute({ Thread.DrawQueue });
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DrawerThreads::Execute(Thread.DrawQueue);
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DrawerThreads::WaitForWorkers();
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canvas->Unlock();
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@ -53,90 +53,36 @@ DrawerThreads::~DrawerThreads()
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StopThreads();
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}
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void DrawerThreads::Execute(const std::vector<DrawerCommandQueuePtr> &queues)
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void DrawerThreads::Execute(DrawerCommandQueuePtr commands)
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{
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bool hasWork = false;
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for (const auto &queue : queues)
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hasWork = hasWork || !queue->commands.empty();
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if (!hasWork)
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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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// Give worker threads something to do:
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std::unique_lock<std::mutex> start_lock(queue->start_mutex);
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queue->active_commands = queues;
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queue->run_id++;
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start_lock.unlock();
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queue->StartThreads();
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queue->start_condition.notify_all();
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// Do one thread ourselves:
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static DrawerThread thread;
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thread.core = 0;
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thread.num_cores = (int)(queue->threads.size() + 1);
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struct TryCatchData
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{
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DrawerThreads *queue;
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DrawerThread *thread;
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size_t list_index;
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size_t command_index;
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} data;
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data.queue = queue;
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data.thread = &thread;
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data.list_index = 0;
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data.command_index = 0;
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VectoredTryCatch(&data,
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[](void *data)
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{
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TryCatchData *d = (TryCatchData*)data;
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for (int pass = 0; pass < d->queue->num_passes; pass++)
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{
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d->thread->pass_start_y = pass * d->queue->rows_in_pass;
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d->thread->pass_end_y = (pass + 1) * d->queue->rows_in_pass;
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if (pass + 1 == d->queue->num_passes)
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d->thread->pass_end_y = MAX(d->thread->pass_end_y, MAXHEIGHT);
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for (auto &list : d->queue->active_commands)
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{
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size_t size = list->commands.size();
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for (d->command_index = 0; d->command_index < size; d->command_index++)
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{
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auto &command = list->commands[d->command_index];
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command->Execute(d->thread);
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}
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d->list_index++;
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}
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}
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},
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[](void *data, const char *reason, bool fatal)
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{
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TryCatchData *d = (TryCatchData*)data;
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ReportDrawerError(d->queue->active_commands[d->list_index]->commands[d->command_index], true, reason, fatal);
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});
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// Wait for everyone to finish:
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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->end_condition.wait(end_lock, [&]() { return queue->finished_threads == queue->threads.size(); });
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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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if (!queue->thread_error.IsEmpty())
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{
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static bool first = true;
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if (queue->thread_error_fatal)
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I_FatalError("%s", queue->thread_error.GetChars());
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else if (first)
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Printf("%s\n", queue->thread_error.GetChars());
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first = false;
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}
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void DrawerThreads::WaitForWorkers()
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{
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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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queue->end_condition.wait(end_lock, [&]() { return queue->tasks_left == 0; });
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end_lock.unlock();
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// Clean up batch:
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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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@ -145,7 +91,39 @@ void DrawerThreads::Execute(const std::vector<DrawerCommandQueuePtr> &queues)
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list->Clear();
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}
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queue->active_commands.clear();
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queue->finished_threads = 0;
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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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start_lock.unlock();
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// Do the work:
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size_t size = list->commands.size();
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for (int i = 0; i < size; i++)
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{
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auto &command = list->commands[i];
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command->Execute(thread);
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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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@ -157,78 +135,15 @@ void DrawerThreads::StartThreads()
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if (num_threads == 0)
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num_threads = 4;
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threads.resize(num_threads - 1);
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threads.resize(num_threads);
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for (int i = 0; i < num_threads - 1; i++)
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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 + 1;
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thread->core = i;
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thread->num_cores = num_threads;
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thread->thread = std::thread([=]()
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{
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int run_id = 0;
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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(queue->start_mutex);
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queue->start_condition.wait(start_lock, [&]() { return queue->run_id != run_id || queue->shutdown_flag; });
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if (queue->shutdown_flag)
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break;
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run_id = queue->run_id;
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start_lock.unlock();
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// Do the work:
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struct TryCatchData
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{
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DrawerThreads *queue;
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DrawerThread *thread;
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size_t list_index;
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size_t command_index;
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} data;
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data.queue = queue;
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data.thread = thread;
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data.list_index = 0;
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data.command_index = 0;
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VectoredTryCatch(&data,
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[](void *data)
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{
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TryCatchData *d = (TryCatchData*)data;
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for (int pass = 0; pass < d->queue->num_passes; pass++)
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{
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d->thread->pass_start_y = pass * d->queue->rows_in_pass;
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d->thread->pass_end_y = (pass + 1) * d->queue->rows_in_pass;
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if (pass + 1 == d->queue->num_passes)
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d->thread->pass_end_y = MAX(d->thread->pass_end_y, MAXHEIGHT);
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for (auto &list : d->queue->active_commands)
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{
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size_t size = list->commands.size();
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for (d->command_index = 0; d->command_index < size; d->command_index++)
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{
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auto &command = list->commands[d->command_index];
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command->Execute(d->thread);
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}
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d->list_index++;
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}
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}
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},
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[](void *data, const char *reason, bool fatal)
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{
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TryCatchData *d = (TryCatchData*)data;
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ReportDrawerError(d->queue->active_commands[d->list_index]->commands[d->command_index], true, reason, fatal);
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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(queue->end_mutex);
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queue->finished_threads++;
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end_lock.unlock();
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queue->end_condition.notify_all();
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}
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});
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thread->thread = std::thread([=]() { queue->WorkerMain(thread); });
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}
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}
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shutdown_flag = false;
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}
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void DrawerThreads::ReportDrawerError(DrawerCommand *command, bool worker_thread, const char *reason, bool fatal)
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{
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if (worker_thread)
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{
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std::unique_lock<std::mutex> end_lock(Instance()->end_mutex);
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if (Instance()->thread_error.IsEmpty() || (!Instance()->thread_error_fatal && fatal))
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{
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Instance()->thread_error = reason + (FString)": " + command->DebugInfo();
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Instance()->thread_error_fatal = fatal;
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}
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}
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else
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{
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static bool first = true;
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if (fatal)
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I_FatalError("%s: %s", reason, command->DebugInfo().GetChars());
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else if (first)
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Printf("%s: %s\n", reason, command->DebugInfo().GetChars());
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first = false;
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}
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}
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#ifndef WIN32
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void VectoredTryCatch(void *data, void(*tryBlock)(void *data), void(*catchBlock)(void *data, const char *reason, bool fatal))
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@ -44,6 +44,7 @@ public:
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}
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std::thread thread;
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size_t current_queue = 0;
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// Thread line index of this thread
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int core = 0;
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// Number of active threads
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int num_cores = 1;
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// Range of rows processed this pass
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int pass_start_y = 0;
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int pass_end_y = MAXHEIGHT;
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// Working buffer used by the tilted (sloped) span drawer
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const uint8_t *tiltlighting[MAXWIDTH];
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// Checks if a line is rendered by this thread
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bool line_skipped_by_thread(int line)
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{
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return line < pass_start_y || line >= pass_end_y || line % num_cores != core;
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return line % num_cores != core;
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}
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// The number of lines to skip to reach the first line to be rendered by this thread
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int skipped_by_thread(int first_line)
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{
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int pass_skip = MAX(pass_start_y - first_line, 0);
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int core_skip = (num_cores - (first_line + pass_skip - core) % num_cores) % num_cores;
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return pass_skip + core_skip;
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int core_skip = (num_cores - (first_line - core) % num_cores) % num_cores;
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return core_skip;
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}
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// The number of lines to be rendered by this thread
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int count_for_thread(int first_line, int count)
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{
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int lines_until_pass_end = MAX(pass_end_y - first_line, 0);
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count = MIN(count, lines_until_pass_end);
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int c = (count - skipped_by_thread(first_line) + num_cores - 1) / num_cores;
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return MAX(c, 0);
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}
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@ -118,7 +112,10 @@ class DrawerThreads
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{
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public:
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// Runs the collected commands on worker threads
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static void Execute(const std::vector<DrawerCommandQueuePtr> &queues);
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static void Execute(DrawerCommandQueuePtr queue);
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// Waits for all commands to finish executing
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static void WaitForWorkers();
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private:
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DrawerThreads();
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@ -126,6 +123,7 @@ private:
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void StartThreads();
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void StopThreads();
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void WorkerMain(DrawerThread *thread);
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static DrawerThreads *Instance();
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static void ReportDrawerError(DrawerCommand *command, bool worker_thread, const char *reason, bool fatal);
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@ -136,18 +134,12 @@ private:
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std::condition_variable start_condition;
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std::vector<DrawerCommandQueuePtr> active_commands;
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bool shutdown_flag = false;
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int run_id = 0;
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std::mutex end_mutex;
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std::condition_variable end_condition;
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size_t finished_threads = 0;
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FString thread_error;
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bool thread_error_fatal = false;
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size_t tasks_left = 0;
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int threaded_render = 0;
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DrawerThread single_core_thread;
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int num_passes = 1;
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int rows_in_pass = MAXHEIGHT;
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friend class DrawerCommandQueue;
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};
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@ -106,23 +106,12 @@ namespace swrenderer
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// Apply special colormap if the target cannot do it
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if (CameraLight::Instance()->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
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{
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MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
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RenderDrawQueues();
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auto queue = std::make_shared<DrawerCommandQueue>(MainThread());
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queue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
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DrawerThreads::Execute(queue);
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}
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}
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void RenderScene::RenderDrawQueues()
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{
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// Use reverse order so main thread is drawn last
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std::vector<DrawerCommandQueuePtr> queues;
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for (auto it = Threads.rbegin(); it != Threads.rend(); ++it)
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{
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queues.push_back((*it)->DrawQueue);
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}
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DrawerThreads::Execute(queues);
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//using namespace std::chrono_literals;
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//std::this_thread::sleep_for(0.5s);
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DrawerThreads::WaitForWorkers();
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}
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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@ -154,8 +143,7 @@ namespace swrenderer
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}
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RenderThreadSlices();
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MainThread()->PlayerSprites->Render();
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RenderDrawQueues();
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RenderPSprites();
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MainThread()->Viewport->viewpoint.camera->renderflags = savedflags;
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interpolator.RestoreInterpolations();
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@ -168,6 +156,16 @@ namespace swrenderer
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}
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}
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void RenderScene::RenderPSprites()
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{
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// Player sprites needs to be rendered after all the slices because they may be hardware accelerated.
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// If they are not hardware accelerated the drawers must run after all sliced drawers finished.
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DrawerThreads::WaitForWorkers();
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MainThread()->DrawQueue->Clear();
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MainThread()->PlayerSprites->Render();
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DrawerThreads::Execute(MainThread()->DrawQueue);
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}
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void RenderScene::RenderThreadSlices()
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{
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int numThreads = std::thread::hardware_concurrency();
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@ -220,6 +218,7 @@ namespace swrenderer
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void RenderScene::RenderThreadSlice(RenderThread *thread)
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{
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thread->DrawQueue->Clear();
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thread->FrameMemory->Clear();
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thread->Clip3D->Cleanup();
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thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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@ -278,6 +277,8 @@ namespace swrenderer
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if (thread->MainThread)
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NetUpdate();
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}
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DrawerThreads::Execute(thread->DrawQueue);
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}
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void RenderScene::StartThreads(size_t numThreads)
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@ -344,7 +345,8 @@ namespace swrenderer
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viewport->SetViewport(MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
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RenderActorView(actor, dontmaplines);
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DrawerThreads::WaitForWorkers();
|
||||
|
||||
viewport->RenderTarget = screen;
|
||||
|
||||
R_ExecuteSetViewSize(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow);
|
||||
|
|
|
@ -51,9 +51,9 @@ namespace swrenderer
|
|||
|
||||
private:
|
||||
void RenderActorView(AActor *actor, bool dontmaplines = false);
|
||||
void RenderDrawQueues();
|
||||
void RenderThreadSlices();
|
||||
void RenderThreadSlice(RenderThread *thread);
|
||||
void RenderPSprites();
|
||||
|
||||
void StartThreads(size_t numThreads);
|
||||
void StopThreads();
|
||||
|
|
Loading…
Reference in a new issue