gzdoom/src/polyrenderer/poly_renderthread.h

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/*
** 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.
**
*/
#pragma once
#include <memory>
#include <thread>
#include "swrenderer/r_memory.h"
class DrawerCommandQueue;
typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
class RenderMemory;
class PolyTranslucentObject;
class PolyDrawSectorPortal;
class PolyDrawLinePortal;
class PolyRenderThread
{
public:
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PolyRenderThread(int threadIndex);
~PolyRenderThread();
void FlushDrawQueue();
int Start = 0;
int End = 0;
bool MainThread = false;
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int ThreadIndex = 0;
std::unique_ptr<RenderMemory> FrameMemory;
DrawerCommandQueuePtr DrawQueue;
std::vector<PolyTranslucentObject *> TranslucentObjects;
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
// Make sure texture can accessed safely
void PrepareTexture(FTexture *texture, FRenderStyle style);
// Setup poly object in a threadsafe manner
void PreparePolyObject(subsector_t *sub);
private:
std::thread thread;
std::vector<DrawerCommandQueuePtr> UsedDrawQueues;
std::vector<DrawerCommandQueuePtr> FreeDrawQueues;
friend class PolyRenderThreads;
};
class PolyRenderThreads
{
public:
PolyRenderThreads();
~PolyRenderThreads();
void Clear();
void RenderThreadSlices(int totalcount, std::function<void(PolyRenderThread *)> workerCallback, std::function<void(PolyRenderThread *)> collectCallback);
PolyRenderThread *MainThread() { return Threads.front().get(); }
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int NumThreads() const { return (int)Threads.size(); }
std::vector<std::unique_ptr<PolyRenderThread>> Threads;
private:
void RenderThreadSlice(PolyRenderThread *thread);
void StartThreads(size_t numThreads);
void StopThreads();
std::function<void(PolyRenderThread *)> WorkerCallback;
std::mutex start_mutex;
std::condition_variable start_condition;
bool shutdown_flag = false;
int run_id = 0;
std::mutex end_mutex;
std::condition_variable end_condition;
size_t finished_threads = 0;
};