mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- basic multithreading for the render data generation.
This commit is contained in:
parent
b56e80a556
commit
55df324d16
3 changed files with 235 additions and 6 deletions
|
@ -31,6 +31,7 @@
|
|||
#include "g_levellocals.h"
|
||||
#include "p_effect.h"
|
||||
#include "po_man.h"
|
||||
#include "ctpl.h"
|
||||
#include "hwrenderer/scene/hw_fakeflat.h"
|
||||
#include "hwrenderer/scene/hw_clipper.h"
|
||||
#include "hwrenderer/scene/hw_drawstructs.h"
|
||||
|
@ -40,6 +41,210 @@
|
|||
#include "hwrenderer/data/flatvertices.h"
|
||||
|
||||
|
||||
thread_local bool isWorkerThread;
|
||||
ctpl::thread_pool renderPool;
|
||||
bool inited = false;
|
||||
|
||||
void InitRenderPool()
|
||||
{
|
||||
if (!inited)
|
||||
{
|
||||
inited = true;
|
||||
renderPool.resize(1); // we only need one worker.
|
||||
}
|
||||
}
|
||||
|
||||
struct RenderJob
|
||||
{
|
||||
enum
|
||||
{
|
||||
FlatJob,
|
||||
WallJob,
|
||||
SpriteJob,
|
||||
ParticleJob,
|
||||
TerminateJob // inserted when all work is done so that the worker can return.
|
||||
};
|
||||
|
||||
int type;
|
||||
subsector_t *sub;
|
||||
seg_t *seg;
|
||||
RenderJob *Next;
|
||||
};
|
||||
|
||||
// Used for a few things where the overhead of a full-blown mutex would be too costly.
|
||||
// Code taken from http://www.modernescpp.com/index.php/the-atomic-flag
|
||||
class Spinlock
|
||||
{
|
||||
std::atomic_bool flag = false;
|
||||
public:
|
||||
|
||||
void lock()
|
||||
{
|
||||
do
|
||||
{
|
||||
while (flag.load(std::memory_order_relaxed))
|
||||
{
|
||||
_mm_pause();
|
||||
}
|
||||
} while (flag.exchange(true, std::memory_order_acquire));
|
||||
}
|
||||
|
||||
void unlock()
|
||||
{
|
||||
flag.store(false, std::memory_order_release);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
template<class T> class TRenderList
|
||||
{
|
||||
T *mHead = nullptr;
|
||||
T *mTail = nullptr;
|
||||
Spinlock mLock;
|
||||
|
||||
public:
|
||||
// Since we do not own the elements we will not free them.
|
||||
void Clear()
|
||||
{
|
||||
mHead = nullptr;
|
||||
mTail = nullptr;
|
||||
}
|
||||
|
||||
T* Head() const
|
||||
{
|
||||
return mHead;
|
||||
}
|
||||
|
||||
void AddTail(T *element)
|
||||
{
|
||||
mLock.lock();
|
||||
if (mHead == nullptr) mHead = element;
|
||||
if (mTail != nullptr) mTail->Next = element;
|
||||
mTail = element;
|
||||
|
||||
element->Next = nullptr;
|
||||
mLock.unlock();
|
||||
}
|
||||
|
||||
void AddHead(T *element)
|
||||
{
|
||||
mLock.lock();
|
||||
element->Next = mHead;
|
||||
mHead = element;
|
||||
mLock.unlock();
|
||||
}
|
||||
|
||||
T* GetHead()
|
||||
{
|
||||
if (mHead == nullptr) return nullptr; // handle an empty list without thrashing the spinlock.
|
||||
mLock.lock();
|
||||
auto val = mHead;
|
||||
if (val != nullptr) mHead = val->Next;
|
||||
mLock.unlock();
|
||||
return val;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
class RenderJobQueue
|
||||
{
|
||||
RenderJob pool[200000]; // Way more than ever needed.
|
||||
int poolindex = 0;
|
||||
TRenderList<RenderJob> jobList;
|
||||
public:
|
||||
void AddJob(int type, subsector_t *sub, seg_t *seg = nullptr)
|
||||
{
|
||||
RenderJob *job = &pool[poolindex++];
|
||||
*job = { type, sub, seg, nullptr };
|
||||
jobList.AddTail(job);
|
||||
}
|
||||
|
||||
RenderJob *GetJob()
|
||||
{
|
||||
return jobList.GetHead();
|
||||
}
|
||||
|
||||
void ReleaseAll()
|
||||
{
|
||||
poolindex = 0;
|
||||
}
|
||||
};
|
||||
|
||||
RenderJobQueue jobQueue;
|
||||
|
||||
void WorkerThread(HWDrawInfo *di)
|
||||
{
|
||||
sector_t fakefront, fakeback;
|
||||
|
||||
isWorkerThread = true; // for adding asserts in GL API code. The worker thread may never call any GL API.
|
||||
while (true)
|
||||
{
|
||||
auto job = jobQueue.GetJob();
|
||||
if (job == nullptr)
|
||||
{
|
||||
// The queue is empty. But here yielding would be too costly and possibly cause further delays down the line if the thread is halted.
|
||||
// So instead add a few pause instructions and retry immediately.
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
_mm_pause();
|
||||
}
|
||||
else switch (job->type)
|
||||
{
|
||||
case RenderJob::TerminateJob:
|
||||
return;
|
||||
|
||||
case RenderJob::WallJob:
|
||||
{
|
||||
GLWall wall;
|
||||
wall.sub = job->sub;
|
||||
wall.Process(di, job->seg, job->sub->render_sector, job->seg->PartnerSeg ? job->seg->PartnerSeg->Subsector->render_sector : nullptr);
|
||||
rendered_lines++;
|
||||
break;
|
||||
}
|
||||
|
||||
case RenderJob::FlatJob:
|
||||
{
|
||||
GLFlat flat;
|
||||
flat.ProcessSector(di, job->sub->render_sector);
|
||||
break;
|
||||
}
|
||||
|
||||
case RenderJob::SpriteJob:
|
||||
di->RenderThings(job->sub, job->sub->render_sector);
|
||||
break;
|
||||
|
||||
case RenderJob::ParticleJob:
|
||||
{
|
||||
for (int i = ParticlesInSubsec[job->sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext)
|
||||
{
|
||||
if (di->mClipPortal)
|
||||
{
|
||||
int clipres = di->mClipPortal->ClipPoint(Particles[i].Pos);
|
||||
if (clipres == PClip_InFront) continue;
|
||||
}
|
||||
|
||||
GLSprite sprite;
|
||||
sprite.ProcessParticle(di, &Particles[i], job->sub->render_sector);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
EXTERN_CVAR(Bool, gl_render_segs)
|
||||
|
||||
CVAR(Bool, gl_render_things, true, 0)
|
||||
|
@ -171,11 +376,14 @@ void HWDrawInfo::AddLine (seg_t *seg, bool portalclip)
|
|||
if (gl_render_walls)
|
||||
{
|
||||
SetupWall.Clock();
|
||||
jobQueue.AddJob(RenderJob::WallJob, seg->Subsector, seg);
|
||||
|
||||
/*
|
||||
GLWall wall;
|
||||
wall.sub = currentsubsector;
|
||||
wall.Process(this, seg, currentsector, backsector);
|
||||
rendered_lines++;
|
||||
*/
|
||||
|
||||
SetupWall.Unclock();
|
||||
}
|
||||
|
@ -350,7 +558,6 @@ void HWDrawInfo::AddSpecialPortalLines(subsector_t * sub, sector_t * sector, lin
|
|||
|
||||
void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
|
||||
{
|
||||
SetupSprite.Clock();
|
||||
sector_t * sec=sub->sector;
|
||||
// Handle all things in sector.
|
||||
const auto &vp = Viewpoint;
|
||||
|
@ -395,7 +602,6 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
|
|||
GLSprite sprite;
|
||||
sprite.Process(this, thing, sector, in_area, true);
|
||||
}
|
||||
SetupSprite.Unclock();
|
||||
}
|
||||
|
||||
|
||||
|
@ -463,10 +669,13 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
|
|||
|
||||
// [RH] Add particles
|
||||
//int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
|
||||
if (gl_render_things)
|
||||
#if 0
|
||||
if (gl_render_things && ParticlesInSubsec[sub->Index()] != NO_PARTICLE)
|
||||
{
|
||||
SetupSprite.Clock();
|
||||
jobQueue.AddJob(RenderJob::ParticleJob, sub, nullptr);
|
||||
|
||||
/*
|
||||
for (i = ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext)
|
||||
{
|
||||
if (mClipPortal)
|
||||
|
@ -478,8 +687,10 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
|
|||
GLSprite sprite;
|
||||
sprite.ProcessParticle(this, &Particles[i], fakesector);
|
||||
}
|
||||
*/
|
||||
SetupSprite.Unclock();
|
||||
}
|
||||
#endif
|
||||
|
||||
AddLines(sub, fakesector);
|
||||
|
||||
|
@ -494,7 +705,10 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
|
|||
|
||||
if (gl_render_things)
|
||||
{
|
||||
RenderThings(sub, fakesector);
|
||||
SetupSprite.Clock();
|
||||
jobQueue.AddJob(RenderJob::SpriteJob, sub, nullptr);
|
||||
//RenderThings(sub, fakesector);
|
||||
SetupSprite.Unclock();
|
||||
}
|
||||
sector->MoreFlags |= SECMF_DRAWN;
|
||||
}
|
||||
|
@ -524,8 +738,11 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
|
|||
srf |= SSRF_PROCESSED;
|
||||
|
||||
SetupFlat.Clock();
|
||||
jobQueue.AddJob(RenderJob::FlatJob, sub);
|
||||
/*
|
||||
GLFlat flat;
|
||||
flat.ProcessSector(this, fakesector);
|
||||
*/
|
||||
SetupFlat.Unclock();
|
||||
}
|
||||
// mark subsector as processed - but mark for rendering only if it has an actual area.
|
||||
|
@ -595,4 +812,14 @@ void HWDrawInfo::RenderBSPNode (void *node)
|
|||
DoSubsector ((subsector_t *)((uint8_t *)node - 1));
|
||||
}
|
||||
|
||||
|
||||
void HWDrawInfo::RenderBSP(void *node)
|
||||
{
|
||||
InitRenderPool();
|
||||
auto future = renderPool.push([&](int id) {
|
||||
WorkerThread(this);
|
||||
});
|
||||
RenderBSPNode(node);
|
||||
jobQueue.AddJob(RenderJob::TerminateJob, nullptr, nullptr);
|
||||
future.wait();
|
||||
jobQueue.ReleaseAll();
|
||||
}
|
|
@ -459,7 +459,7 @@ void HWDrawInfo::CreateScene()
|
|||
|
||||
validcount++; // used for processing sidedefs only once by the renderer.
|
||||
|
||||
RenderBSPNode(level.HeadNode());
|
||||
RenderBSP(level.HeadNode());
|
||||
PreparePlayerSprites(vp.sector, in_area);
|
||||
|
||||
// Process all the sprites on the current portal's back side which touch the portal.
|
||||
|
|
|
@ -199,6 +199,7 @@ private:
|
|||
void AddPolyobjs(subsector_t *sub);
|
||||
void AddLines(subsector_t * sub, sector_t * sector);
|
||||
void AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line);
|
||||
public:
|
||||
void RenderThings(subsector_t * sub, sector_t * sector);
|
||||
void DoSubsector(subsector_t * sub);
|
||||
int SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &lightdata, const secplane_t *plane);
|
||||
|
@ -257,6 +258,7 @@ public:
|
|||
|
||||
HWPortal * FindPortal(const void * src);
|
||||
void RenderBSPNode(void *node);
|
||||
void RenderBSP(void *node);
|
||||
|
||||
static HWDrawInfo *StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
|
||||
void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
|
||||
|
|
Loading…
Reference in a new issue