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https://github.com/ZDoom/qzdoom.git
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Improved how threaded rendering is handled
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parent
ffcfe0b54f
commit
07571da98c
4 changed files with 39 additions and 8 deletions
16
src/r_draw.h
16
src/r_draw.h
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@ -443,8 +443,11 @@ void R_SetDSColorMapLight(FColormap *base_colormap, float light, int shade);
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void R_SetTranslationMap(lighttable_t *translation);
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// Redirect drawer commands to worker threads
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void R_BeginDrawerCommands();
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// Wait until all drawers finished executing
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void R_FinishDrawerCommands();
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void R_EndDrawerCommands();
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class DrawerCommandQueue;
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@ -530,13 +533,14 @@ class DrawerCommandQueue
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std::condition_variable end_condition;
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size_t finished_threads = 0;
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bool no_threading = false;
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int threaded_render = 0;
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DrawerThread single_core_thread;
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int num_passes = 2;
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int rows_in_pass = 540;
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void StartThreads();
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void StopThreads();
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void Finish();
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static DrawerCommandQueue *Instance();
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@ -551,7 +555,7 @@ public:
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static void QueueCommand(Types &&... args)
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{
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auto queue = Instance();
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if (queue->no_threading)
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if (queue->threaded_render == 0)
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{
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T command(std::forward<Types>(args)...);
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command.Execute(&queue->single_core_thread);
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@ -565,9 +569,13 @@ public:
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queue->commands.push_back(command);
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}
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}
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// Redirects all drawing commands to worker threads until Finish is called
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// Begin/End blocks can be nested.
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static void Begin();
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// Wait until all worker threads finished executing commands
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static void Finish();
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static void End();
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};
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#endif
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@ -82,6 +82,21 @@ void* DrawerCommandQueue::AllocMemory(size_t size)
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return data;
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}
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void DrawerCommandQueue::Begin()
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{
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auto queue = Instance();
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queue->Finish();
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queue->threaded_render++;
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}
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void DrawerCommandQueue::End()
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{
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auto queue = Instance();
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queue->Finish();
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if (queue->threaded_render > 0)
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queue->threaded_render--;
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}
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void DrawerCommandQueue::Finish()
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{
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auto queue = Instance();
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@ -3515,9 +3530,14 @@ public:
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/////////////////////////////////////////////////////////////////////////////
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void R_FinishDrawerCommands()
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void R_BeginDrawerCommands()
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{
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DrawerCommandQueue::Finish();
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DrawerCommandQueue::Begin();
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}
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void R_EndDrawerCommands()
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{
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DrawerCommandQueue::End();
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}
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void R_DrawColumnP_RGBA_C()
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@ -960,6 +960,8 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
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r_swtruecolor = canvas->IsBgra();
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R_InitColumnDrawers();
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}
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R_BeginDrawerCommands();
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viewwidth = width;
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RenderTarget = canvas;
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@ -979,7 +981,7 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
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R_SetupBuffer ();
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screen->Unlock ();
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R_FinishDrawerCommands();
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R_EndDrawerCommands();
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viewactive = savedviewactive;
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r_swtruecolor = savedoutputformat;
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@ -162,10 +162,11 @@ void FSoftwareRenderer::RenderView(player_t *player)
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R_InitColumnDrawers();
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}
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R_BeginDrawerCommands();
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R_RenderActorView (player->mo);
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// [RH] Let cameras draw onto textures that were visible this frame.
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FCanvasTextureInfo::UpdateAll ();
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R_FinishDrawerCommands();
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R_EndDrawerCommands();
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}
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//==========================================================================
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