/* ** 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. ** */ #pragma once #include "r_draw.h" #include "polyrenderer/drawers/screen_triangle.h" #include #include #include #include #include // Use multiple threads when drawing EXTERN_CVAR(Bool, r_multithreaded) // Worker data for each thread executing drawer commands class DrawerThread { public: DrawerThread() { FullSpansBuffer.resize(MAXWIDTH / 8 * (MAXHEIGHT / 8)); PartialBlocksBuffer.resize(MAXWIDTH / 8 * (MAXHEIGHT / 8)); } std::thread thread; // Thread line index of this thread int core = 0; // Number of active threads int num_cores = 1; // Range of rows processed this pass int pass_start_y = 0; int pass_end_y = MAXHEIGHT; // Working buffer used by the tilted (sloped) span drawer const uint8_t *tiltlighting[MAXWIDTH]; // Working buffer used by the triangler drawer std::vector FullSpansBuffer; std::vector PartialBlocksBuffer; // Checks if a line is rendered by this thread bool line_skipped_by_thread(int line) { return line < pass_start_y || line >= pass_end_y || line % num_cores != core; } // The number of lines to skip to reach the first line to be rendered by this thread int skipped_by_thread(int first_line) { int pass_skip = MAX(pass_start_y - first_line, 0); int core_skip = (num_cores - (first_line + pass_skip - core) % num_cores) % num_cores; return pass_skip + core_skip; } // The number of lines to be rendered by this thread int count_for_thread(int first_line, int count) { int lines_until_pass_end = MAX(pass_end_y - first_line, 0); count = MIN(count, lines_until_pass_end); int c = (count - skipped_by_thread(first_line) + num_cores - 1) / num_cores; return MAX(c, 0); } // Calculate the dest address for the first line to be rendered by this thread template T *dest_for_thread(int first_line, int pitch, T *dest) { return dest + skipped_by_thread(first_line) * pitch; } // The first line in the dc_temp buffer used this thread int temp_line_for_thread(int first_line) { return (first_line + skipped_by_thread(first_line)) / num_cores; } }; // Task to be executed by each worker thread class DrawerCommand { public: virtual ~DrawerCommand() { } virtual void Execute(DrawerThread *thread) = 0; virtual FString DebugInfo() = 0; }; void VectoredTryCatch(void *data, void(*tryBlock)(void *data), void(*catchBlock)(void *data, const char *reason, bool fatal)); class DrawerCommandQueue; typedef std::shared_ptr DrawerCommandQueuePtr; class DrawerThreads { public: // Runs the collected commands on worker threads static void Execute(const std::vector &queues); private: DrawerThreads(); ~DrawerThreads(); void StartThreads(); void StopThreads(); static DrawerThreads *Instance(); static void ReportDrawerError(DrawerCommand *command, bool worker_thread, const char *reason, bool fatal); std::vector threads; std::mutex start_mutex; std::condition_variable start_condition; std::vector active_commands; bool shutdown_flag = false; int run_id = 0; std::mutex end_mutex; std::condition_variable end_condition; size_t finished_threads = 0; FString thread_error; bool thread_error_fatal = false; int threaded_render = 0; DrawerThread single_core_thread; int num_passes = 1; int rows_in_pass = MAXHEIGHT; friend class DrawerCommandQueue; }; namespace swrenderer { class RenderThread; } class DrawerCommandQueue { public: DrawerCommandQueue(swrenderer::RenderThread *renderthread); void Clear() { commands.clear(); } // Queue command to be executed by drawer worker threads template void Push(Types &&... args) { DrawerThreads *threads = DrawerThreads::Instance(); if (ThreadedRender && r_multithreaded) { void *ptr = AllocMemory(sizeof(T)); T *command = new (ptr)T(std::forward(args)...); commands.push_back(command); } else { T command(std::forward(args)...); command.Execute(&threads->single_core_thread); } } bool ThreadedRender = true; private: // Allocate memory valid for the duration of a command execution void *AllocMemory(size_t size); std::vector commands; swrenderer::RenderThread *renderthread; friend class DrawerThreads; };