gzdoom-gles/src/swrenderer/drawers/r_thread.cpp

179 lines
4.5 KiB
C++

/*
** Renderer multithreading framework
** 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 <stddef.h>
#include "templates.h"
#include "doomdef.h"
#include "i_system.h"
#include "w_wad.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "g_game.h"
#include "g_level.h"
#include "r_thread.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
CVAR(Bool, r_multithreaded, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
/////////////////////////////////////////////////////////////////////////////
DrawerThreads *DrawerThreads::Instance()
{
static DrawerThreads threads;
return &threads;
}
DrawerThreads::DrawerThreads()
{
}
DrawerThreads::~DrawerThreads()
{
StopThreads();
}
void DrawerThreads::Execute(DrawerCommandQueuePtr commands)
{
if (!commands || commands->commands.empty())
return;
auto queue = Instance();
// Add to queue and awaken worker threads
std::unique_lock<std::mutex> start_lock(queue->start_mutex);
std::unique_lock<std::mutex> end_lock(queue->end_mutex);
queue->StartThreads();
queue->active_commands.push_back(commands);
queue->tasks_left += queue->threads.size();
end_lock.unlock();
start_lock.unlock();
queue->start_condition.notify_all();
}
void DrawerThreads::WaitForWorkers()
{
// Wait for workers to finish
auto queue = Instance();
std::unique_lock<std::mutex> end_lock(queue->end_mutex);
queue->end_condition.wait(end_lock, [&]() { return queue->tasks_left == 0; });
end_lock.unlock();
// Clean up
std::unique_lock<std::mutex> start_lock(queue->start_mutex);
for (auto &thread : queue->threads)
thread.current_queue = 0;
for (auto &list : queue->active_commands)
{
for (auto &command : list->commands)
command->~DrawerCommand();
list->Clear();
}
queue->active_commands.clear();
}
void DrawerThreads::WorkerMain(DrawerThread *thread)
{
while (true)
{
// Wait until we are signalled to run:
std::unique_lock<std::mutex> start_lock(start_mutex);
start_condition.wait(start_lock, [&]() { return thread->current_queue < active_commands.size() || shutdown_flag; });
if (shutdown_flag)
break;
// Grab the commands
DrawerCommandQueuePtr list = active_commands[thread->current_queue];
thread->current_queue++;
start_lock.unlock();
// Do the work:
size_t size = list->commands.size();
for (int i = 0; i < size; i++)
{
auto &command = list->commands[i];
command->Execute(thread);
}
// Notify main thread that we finished:
std::unique_lock<std::mutex> end_lock(end_mutex);
tasks_left--;
bool finishedTasks = tasks_left == 0;
end_lock.unlock();
if (finishedTasks)
end_condition.notify_all();
}
}
void DrawerThreads::StartThreads()
{
if (!threads.empty())
return;
int num_threads = std::thread::hardware_concurrency();
if (num_threads == 0)
num_threads = 4;
threads.resize(num_threads);
for (int i = 0; i < num_threads; i++)
{
DrawerThreads *queue = this;
DrawerThread *thread = &threads[i];
thread->core = i;
thread->num_cores = num_threads;
thread->thread = std::thread([=]() { queue->WorkerMain(thread); });
}
}
void DrawerThreads::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;
}
#ifndef WIN32
void VectoredTryCatch(void *data, void(*tryBlock)(void *data), void(*catchBlock)(void *data, const char *reason, bool fatal))
{
tryBlock(data);
}
#endif
DrawerCommandQueue::DrawerCommandQueue(swrenderer::RenderThread *renderthread) : renderthread(renderthread)
{
}
void *DrawerCommandQueue::AllocMemory(size_t size)
{
return renderthread->FrameMemory->AllocMemory<uint8_t>((int)size);
}