Merge branch 'master' into asmjit

This commit is contained in:
Christoph Oelckers 2018-11-23 11:12:52 +01:00
commit ce46f5165a
18 changed files with 482 additions and 86 deletions

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@ -37,10 +37,11 @@
#include <string.h>
#include <stdio.h>
#include <exception>
#define MAX_ERRORTEXT 1024
class CDoomError
class CDoomError : public std::exception
{
public:
CDoomError ()
@ -69,13 +70,22 @@ public:
else
return NULL;
}
char const *what() const override
{
return m_Message;
}
protected:
char m_Message[MAX_ERRORTEXT];
};
class CNoRunExit : public CDoomError
class CNoRunExit : public std::exception
{
public:
CNoRunExit() : std::exception("NoRunExit")
{
}
};
class CRecoverableError : public CDoomError

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@ -32,6 +32,8 @@
#include "w_wad.h"
#include "doomerrors.h"
#include "cmdlib.h"
#include "md5.h"
#include "m_misc.h"
#include "hwrenderer/utility/hw_shaderpatcher.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hwrenderer/scene/hw_viewpointuniforms.h"
@ -42,10 +44,166 @@
#include "r_data/matrix.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/shaders/gl_shader.h"
#include <map>
#include <memory>
namespace OpenGLRenderer
{
struct ProgramBinary
{
uint32_t format;
TArray<uint8_t> data;
};
static const char *ShaderMagic = "ZDSC";
static std::map<FString, std::unique_ptr<ProgramBinary>> ShaderCache; // Not a TMap because it doesn't support unique_ptr move semantics
bool IsShaderCacheActive()
{
static bool active = true;
static bool firstcall = true;
if (firstcall)
{
const char *vendor = (const char *)glGetString(GL_VENDOR);
active = !(strstr(vendor, "Intel") == nullptr);
firstcall = false;
}
return active;
}
static FString CalcProgramBinaryChecksum(const FString &vertex, const FString &fragment)
{
const GLubyte *vendor = glGetString(GL_VENDOR);
const GLubyte *renderer = glGetString(GL_RENDERER);
const GLubyte *version = glGetString(GL_VERSION);
uint8_t digest[16];
MD5Context md5;
md5.Update(vendor, (unsigned int)strlen((const char*)vendor));
md5.Update(renderer, (unsigned int)strlen((const char*)renderer));
md5.Update(version, (unsigned int)strlen((const char*)version));
md5.Update((const uint8_t *)vertex.GetChars(), (unsigned int)vertex.Len());
md5.Update((const uint8_t *)fragment.GetChars(), (unsigned int)fragment.Len());
md5.Final(digest);
char hexdigest[33];
for (int i = 0; i < 16; i++)
{
int v = digest[i] >> 4;
hexdigest[i * 2] = v < 10 ? ('0' + v) : ('a' + v - 10);
v = digest[i] & 15;
hexdigest[i * 2 + 1] = v < 10 ? ('0' + v) : ('a' + v - 10);
}
hexdigest[32] = 0;
return hexdigest;
}
static FString CreateProgramCacheName(bool create)
{
FString path = M_GetCachePath(create);
if (create) CreatePath(path);
path << "/shadercache.zdsc";
return path;
}
static void LoadShaders()
{
static bool loaded = false;
if (loaded)
return;
loaded = true;
try
{
FString path = CreateProgramCacheName(false);
FileReader fr;
if (!fr.OpenFile(path))
throw std::runtime_error("Could not open shader file");
char magic[4];
fr.Read(magic, 4);
if (memcmp(magic, ShaderMagic, 4) != 0)
throw std::runtime_error("Not a shader cache file");
uint32_t count = fr.ReadUInt32();
if (count > 512)
throw std::runtime_error("Too many shaders cached");
for (uint32_t i = 0; i < count; i++)
{
char hexdigest[33];
if (fr.Read(hexdigest, 32) != 32)
throw std::runtime_error("Read error");
hexdigest[32] = 0;
std::unique_ptr<ProgramBinary> binary(new ProgramBinary());
binary->format = fr.ReadUInt32();
uint32_t size = fr.ReadUInt32();
if (size > 1024 * 1024)
throw std::runtime_error("Shader too big, probably file corruption");
binary->data.Resize(size);
if (fr.Read(binary->data.Data(), binary->data.Size()) != binary->data.Size())
throw std::runtime_error("Read error");
ShaderCache[hexdigest] = std::move(binary);
}
}
catch (...)
{
ShaderCache.clear();
}
}
static void SaveShaders()
{
FString path = CreateProgramCacheName(true);
std::unique_ptr<FileWriter> fw(FileWriter::Open(path));
if (fw)
{
uint32_t count = (uint32_t)ShaderCache.size();
fw->Write(ShaderMagic, 4);
fw->Write(&count, sizeof(uint32_t));
for (const auto &it : ShaderCache)
{
uint32_t size = it.second->data.Size();
fw->Write(it.first.GetChars(), 32);
fw->Write(&it.second->format, sizeof(uint32_t));
fw->Write(&size, sizeof(uint32_t));
fw->Write(it.second->data.Data(), it.second->data.Size());
}
}
}
TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat)
{
LoadShaders();
auto it = ShaderCache.find(CalcProgramBinaryChecksum(vertex, fragment));
if (it != ShaderCache.end())
{
binaryFormat = it->second->format;
return it->second->data;
}
else
{
binaryFormat = 0;
return {};
}
}
void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat)
{
auto &entry = ShaderCache[CalcProgramBinaryChecksum(vertex, fragment)];
entry.reset(new ProgramBinary());
entry->format = binaryFormat;
entry->data = binary;
SaveShaders();
}
bool FShader::Load(const char * name, const char * vert_prog_lump, const char * frag_prog_lump, const char * proc_prog_lump, const char * light_fragprog, const char * defines)
{
@ -273,56 +431,87 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
vp_comb.Substitute("gl_ClipDistance", "//");
}
hVertProg = glCreateShader(GL_VERTEX_SHADER);
hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
FGLDebug::LabelObject(GL_SHADER, hVertProg, vert_prog_lump);
FGLDebug::LabelObject(GL_SHADER, hFragProg, frag_prog_lump);
int vp_size = (int)vp_comb.Len();
int fp_size = (int)fp_comb.Len();
const char *vp_ptr = vp_comb.GetChars();
const char *fp_ptr = fp_comb.GetChars();
glShaderSource(hVertProg, 1, &vp_ptr, &vp_size);
glShaderSource(hFragProg, 1, &fp_ptr, &fp_size);
glCompileShader(hVertProg);
glCompileShader(hFragProg);
hShader = glCreateProgram();
FGLDebug::LabelObject(GL_PROGRAM, hShader, name);
glAttachShader(hShader, hVertProg);
glAttachShader(hShader, hFragProg);
uint32_t binaryFormat = 0;
TArray<uint8_t> binary;
if (IsShaderCacheActive())
binary = LoadCachedProgramBinary(vp_comb, fp_comb, binaryFormat);
glLinkProgram(hShader);
glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
if (*buffer)
bool linked = false;
if (binary.Size() > 0 && glProgramBinary)
{
error << "Vertex shader:\n" << buffer << "\n";
}
glGetShaderInfoLog(hFragProg, 10000, NULL, buffer);
if (*buffer)
{
error << "Fragment shader:\n" << buffer << "\n";
glProgramBinary(hShader, binaryFormat, binary.Data(), binary.Size());
GLint status = 0;
glGetProgramiv(hShader, GL_LINK_STATUS, &status);
linked = (status == GL_TRUE);
}
glGetProgramInfoLog(hShader, 10000, NULL, buffer);
if (*buffer)
if (!linked)
{
error << "Linking:\n" << buffer << "\n";
}
int linked;
glGetProgramiv(hShader, GL_LINK_STATUS, &linked);
if (linked == 0)
{
// only print message if there's an error.
I_Error("Init Shader '%s':\n%s\n", name, error.GetChars());
}
hVertProg = glCreateShader(GL_VERTEX_SHADER);
hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
FGLDebug::LabelObject(GL_SHADER, hVertProg, vert_prog_lump);
FGLDebug::LabelObject(GL_SHADER, hFragProg, frag_prog_lump);
int vp_size = (int)vp_comb.Len();
int fp_size = (int)fp_comb.Len();
const char *vp_ptr = vp_comb.GetChars();
const char *fp_ptr = fp_comb.GetChars();
glShaderSource(hVertProg, 1, &vp_ptr, &vp_size);
glShaderSource(hFragProg, 1, &fp_ptr, &fp_size);
glCompileShader(hVertProg);
glCompileShader(hFragProg);
glAttachShader(hShader, hVertProg);
glAttachShader(hShader, hFragProg);
glLinkProgram(hShader);
glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
if (*buffer)
{
error << "Vertex shader:\n" << buffer << "\n";
}
glGetShaderInfoLog(hFragProg, 10000, NULL, buffer);
if (*buffer)
{
error << "Fragment shader:\n" << buffer << "\n";
}
glGetProgramInfoLog(hShader, 10000, NULL, buffer);
if (*buffer)
{
error << "Linking:\n" << buffer << "\n";
}
GLint status = 0;
glGetProgramiv(hShader, GL_LINK_STATUS, &status);
linked = (status == GL_TRUE);
if (!linked)
{
// only print message if there's an error.
I_Error("Init Shader '%s':\n%s\n", name, error.GetChars());
}
else if (glProgramBinary && IsShaderCacheActive())
{
int binaryLength = 0;
glGetProgramiv(hShader, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
binary.Resize(binaryLength);
glGetProgramBinary(hShader, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
binary.Resize(binaryLength);
SaveCachedProgramBinary(vp_comb, fp_comb, binary, binaryFormat);
}
}
else
{
hVertProg = 0;
hFragProg = 0;
}
muDesaturation.Init(hShader, "uDesaturationFactor");
muFogEnabled.Init(hShader, "uFogEnabled");
@ -376,7 +565,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (shadowmapindex > 0) glUniform1i(shadowmapindex, 16);
glUseProgram(0);
return !!linked;
return linked;
}
//==========================================================================
@ -388,8 +577,10 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
FShader::~FShader()
{
glDeleteProgram(hShader);
glDeleteShader(hVertProg);
glDeleteShader(hFragProg);
if (hVertProg != 0)
glDeleteShader(hVertProg);
if (hFragProg != 0)
glDeleteShader(hFragProg);
}

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@ -37,6 +37,10 @@
namespace OpenGLRenderer
{
bool IsShaderCacheActive();
TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat);
void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat);
FShaderProgram::FShaderProgram()
{
for (int i = 0; i < NumShaderTypes; i++)
@ -94,14 +98,20 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *
}
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
{
mShaderNames[type] = name;
mShaderSources[type] = PatchShader(type, code, defines, maxGlslVersion);
}
void FShaderProgram::CompileShader(ShaderType type)
{
CreateShader(type);
const auto &handle = mShaders[type];
FGLDebug::LabelObject(GL_SHADER, handle, name);
FGLDebug::LabelObject(GL_SHADER, handle, mShaderNames[type]);
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
const FString &patchedCode = mShaderSources[type];
int lengths[1] = { (int)patchedCode.Len() };
const char *sources[1] = { patchedCode.GetChars() };
glShaderSource(handle, 1, sources, lengths);
@ -112,7 +122,7 @@ void FShaderProgram::Compile(ShaderType type, const char *name, const FString &c
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
I_FatalError("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
I_FatalError("Compile Shader '%s':\n%s\n", mShaderNames[type].GetChars(), GetShaderInfoLog(handle).GetChars());
}
else
{
@ -131,13 +141,45 @@ void FShaderProgram::Compile(ShaderType type, const char *name, const FString &c
void FShaderProgram::Link(const char *name)
{
FGLDebug::LabelObject(GL_PROGRAM, mProgram, name);
glLinkProgram(mProgram);
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
uint32_t binaryFormat = 0;
TArray<uint8_t> binary;
if (IsShaderCacheActive())
binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
bool loadedFromBinary = false;
if (binary.Size() > 0 && glProgramBinary)
{
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
if (mProgram == 0)
mProgram = glCreateProgram();
glProgramBinary(mProgram, binaryFormat, binary.Data(), binary.Size());
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
loadedFromBinary = (status == GL_TRUE);
}
if (!loadedFromBinary)
{
CompileShader(Vertex);
CompileShader(Fragment);
glLinkProgram(mProgram);
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
}
else if (glProgramBinary && IsShaderCacheActive())
{
int binaryLength = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
binary.Resize(binaryLength);
glGetProgramBinary(mProgram, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
binary.Resize(binaryLength);
SaveCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binary, binaryFormat);
}
}
// This is only for old OpenGL which didn't allow to set the binding from within the shader.

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@ -30,6 +30,7 @@ private:
FShaderProgram(const FShaderProgram &) = delete;
FShaderProgram &operator=(const FShaderProgram &) = delete;
void CompileShader(ShaderType type);
FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
void CreateShader(ShaderType type);
@ -38,6 +39,8 @@ private:
GLuint mProgram = 0;
GLuint mShaders[NumShaderTypes];
FString mShaderSources[NumShaderTypes];
FString mShaderNames[NumShaderTypes];
TArray<std::pair<FString, int>> samplerstobind;
};

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@ -144,7 +144,8 @@ FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FModelVertex, u) },
{ 0, VATTR_NORMAL, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) },
{ 1, VATTR_VERTEX2, VFmt_Float3, (int)myoffsetof(FModelVertex, x) }
{ 1, VATTR_VERTEX2, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
{ 1, VATTR_NORMAL2, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) }
};
mVertexBuffer->SetFormat(2, 4, sizeof(FModelVertex), format);
}

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@ -127,8 +127,13 @@ void PolyTriangleThreadData::ClearStencil(uint8_t value)
int height = buffer->Height();
uint8_t *data = buffer->Values();
data += core * width;
for (int y = core; y < height; y += num_cores)
int start_y = numa_node * height / num_numa_nodes;
int end_y = (numa_node + 1) * height / num_numa_nodes;
int core_skip = (num_cores - (start_y - core) % num_cores) % num_cores;
start_y += core_skip;
data += start_y * width;
for (int y = start_y; y < end_y; y += num_cores)
{
memset(data, value, width);
data += num_cores * width;
@ -146,6 +151,8 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
dest_height = new_dest_height;
dest_pitch = new_dest_pitch;
dest_bgra = new_dest_bgra;
numa_start_y = numa_node * dest_height / num_numa_nodes;
numa_end_y = (numa_node + 1) * dest_height / num_numa_nodes;
ccw = true;
weaponScene = false;
}
@ -642,7 +649,7 @@ int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVert
PolyTriangleThreadData *PolyTriangleThreadData::Get(DrawerThread *thread)
{
if (!thread->poly)
thread->poly = std::make_shared<PolyTriangleThreadData>(thread->core, thread->num_cores);
thread->poly = std::make_shared<PolyTriangleThreadData>(thread->core, thread->num_cores, thread->numa_node, thread->num_numa_nodes);
return thread->poly.get();
}

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@ -48,7 +48,7 @@ public:
class PolyTriangleThreadData
{
public:
PolyTriangleThreadData(int32_t core, int32_t num_cores) : core(core), num_cores(num_cores) { }
PolyTriangleThreadData(int32_t core, int32_t num_cores, int32_t numa_node, int32_t num_numa_nodes) : core(core), num_cores(num_cores), numa_node(numa_node), num_numa_nodes(num_numa_nodes) { }
void ClearStencil(uint8_t value);
void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra);
@ -63,12 +63,18 @@ public:
int32_t core;
int32_t num_cores;
int32_t numa_node;
int32_t num_numa_nodes;
int numa_start_y;
int numa_end_y;
// 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 core_skip = (num_cores - (first_line - core) % num_cores) % num_cores;
return core_skip;
int clip_first_line = MAX(first_line, numa_start_y);
int core_skip = (num_cores - (clip_first_line - core) % num_cores) % num_cores;
return clip_first_line + core_skip - first_line;
}
static PolyTriangleThreadData *Get(DrawerThread *thread);

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@ -59,9 +59,9 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, PolyTriangleThreadDat
SortVertices(args, sortedVertices);
int clipright = args->clipright;
int clipbottom = args->clipbottom;
int cliptop = thread->numa_start_y;
int clipbottom = MIN(args->clipbottom, thread->numa_end_y);
// Ranges that different triangles edges are active
int topY = (int)(sortedVertices[0]->y + 0.5f);
int midY = (int)(sortedVertices[1]->y + 0.5f);
int bottomY = (int)(sortedVertices[2]->y + 0.5f);
@ -1567,6 +1567,7 @@ void DrawRect8(const void *destOrg, int destWidth, int destHeight, int destPitch
uint32_t stepV = (int32_t)(fstepV * 0x1000000);
uint32_t posV = startV;
y1 = MIN(y1, thread->numa_end_y);
int num_cores = thread->num_cores;
int skip = thread->skipped_by_thread(y0);
posV += skip * stepV;
@ -1817,6 +1818,7 @@ void DrawRectOpt32(const void *destOrg, int destWidth, int destHeight, int destP
uint32_t stepV = (int32_t)(fstepV * 0x1000000);
uint32_t posV = startV;
y1 = MIN(y1, thread->numa_end_y);
int num_cores = thread->num_cores;
int skip = thread->skipped_by_thread(y0);
posV += skip * stepV;

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@ -46,13 +46,13 @@ void OriginalMainExcept(int argc, char** argv)
{
OriginalMainTry(argc, argv);
}
catch(const CDoomError& error)
catch(const std::exception& error)
{
const char* const message = error.GetMessage();
const char* const message = error.what();
if (NULL != message)
{
fprintf(stderr, "%s\n", message);
if (strcmp(message, "NoRunExit")) fprintf(stderr, "%s\n", message);
Mac_I_FatalError(message);
}

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@ -178,7 +178,7 @@ TArray<FString> I_GetSteamPath()
{
SteamInstallFolders = ParseSteamRegistry(regPath);
}
catch(class CDoomError &error)
catch(class CRecoverableError &error)
{
// If we can't parse for some reason just pretend we can't find anything.
return result;
@ -201,7 +201,7 @@ TArray<FString> I_GetSteamPath()
{
SteamInstallFolders = ParseSteamRegistry(regPath);
}
catch(class CDoomError &error)
catch(class CRecoverableError &error)
{
// If we can't parse for some reason just pretend we can't find anything.
return result;

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@ -35,6 +35,8 @@
#endif
#include "doomtype.h"
#include <thread>
#include <algorithm>
struct ticcmd_t;
struct WadStuff;
@ -170,4 +172,8 @@ static inline char *strlwr(char *str)
return str;
}
inline int I_GetNumaNodeCount() { return 1; }
inline int I_GetNumaNodeThreadCount(int numaNode) { return std::max<int>(std::thread::hardware_concurrency(), 1); }
inline void I_SetThreadNumaNode(std::thread &thread, int numaNode) { }
#endif

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@ -258,11 +258,11 @@ int main (int argc, char **argv)
C_InitConsole (80*8, 25*8, false);
D_DoomMain ();
}
catch (class CDoomError &error)
catch (std::exception &error)
{
I_ShutdownJoysticks();
if (error.GetMessage ())
fprintf (stderr, "%s\n", error.GetMessage ());
if (error.what () && strcmp(error.what(), "NoRunExit"))
fprintf (stderr, "%s\n", error.what ());
#ifdef __APPLE__
Mac_I_FatalError(error.GetMessage());

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@ -174,7 +174,11 @@ void DrawerThreads::StartThreads()
{
std::unique_lock<std::mutex> lock(threads_mutex);
int num_threads = std::thread::hardware_concurrency();
int num_numathreads = 0;
for (int i = 0; i < I_GetNumaNodeCount(); i++)
num_numathreads += I_GetNumaNodeThreadCount(i);
int num_threads = num_numathreads;
if (num_threads == 0)
num_threads = 4;
@ -189,13 +193,41 @@ void DrawerThreads::StartThreads()
threads.resize(num_threads);
for (int i = 0; i < num_threads; i++)
if (num_threads == num_numathreads)
{
DrawerThreads *queue = this;
DrawerThread *thread = &threads[i];
thread->core = i;
thread->num_cores = num_threads;
thread->thread = std::thread([=]() { queue->WorkerMain(thread); });
int curThread = 0;
for (int numaNode = 0; numaNode < I_GetNumaNodeCount(); numaNode++)
{
for (int i = 0; i < I_GetNumaNodeThreadCount(numaNode); i++)
{
DrawerThreads *queue = this;
DrawerThread *thread = &threads[curThread++];
thread->core = i;
thread->num_cores = I_GetNumaNodeThreadCount(numaNode);
thread->numa_node = numaNode;
thread->num_numa_nodes = I_GetNumaNodeCount();
thread->numa_start_y = numaNode * viewheight / I_GetNumaNodeCount();
thread->numa_end_y = (numaNode + 1) * viewheight / I_GetNumaNodeCount();
thread->thread = std::thread([=]() { queue->WorkerMain(thread); });
I_SetThreadNumaNode(thread->thread, numaNode);
}
}
}
else
{
for (int i = 0; i < num_threads; i++)
{
DrawerThreads *queue = this;
DrawerThread *thread = &threads[i];
thread->core = i;
thread->num_cores = num_threads;
thread->numa_node = 0;
thread->num_numa_nodes = 1;
thread->numa_start_y = 0;
thread->numa_end_y = viewheight;
thread->thread = std::thread([=]() { queue->WorkerMain(thread); });
I_SetThreadNumaNode(thread->thread, 0);
}
}
}
}
@ -256,4 +288,7 @@ void MemcpyCommand::Execute(DrawerThread *thread)
d += dstep;
s += sstep;
}
thread->numa_start_y = thread->numa_node * viewheight / thread->num_numa_nodes;
thread->numa_end_y = (thread->numa_node + 1) * viewheight / thread->num_numa_nodes;
}

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@ -47,6 +47,16 @@ public:
// Number of active threads
int num_cores = 1;
// NUMA node this thread belongs to
int numa_node = 0;
// Number of active NUMA nodes
int num_numa_nodes = 1;
// Active range for the numa block the cores are part of
int numa_start_y = 0;
int numa_end_y = 0;
// Working buffer used by the tilted (sloped) span drawer
const uint8_t *tiltlighting[MAXWIDTH];
@ -57,19 +67,21 @@ public:
// Checks if a line is rendered by this thread
bool line_skipped_by_thread(int line)
{
return line % num_cores != core;
return line < numa_start_y || line >= numa_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 core_skip = (num_cores - (first_line - core) % num_cores) % num_cores;
return core_skip;
int clip_first_line = MAX(first_line, numa_start_y);
int core_skip = (num_cores - (clip_first_line - core) % num_cores) % num_cores;
return clip_first_line + core_skip - first_line;
}
// The number of lines to be rendered by this thread
int count_for_thread(int first_line, int count)
{
count = MIN(count, numa_end_y - first_line);
int c = (count - skipped_by_thread(first_line) + num_cores - 1) / num_cores;
return MAX(c, 0);
}

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@ -1048,21 +1048,22 @@ void DoMain (HINSTANCE hInstance)
}
exit(0);
}
catch (class CDoomError &error)
catch (std::exception &error)
{
I_ShutdownGraphics ();
RestoreConView ();
S_StopMusic(true);
I_FlushBufferedConsoleStuff();
if (error.GetMessage ())
auto msg = error.what();
if (strcmp(msg, "NoRunExit"))
{
if (!batchrun)
{
ShowErrorPane(error.GetMessage());
ShowErrorPane(msg);
}
else
{
Printf("%s\n", error.GetMessage());
Printf("%s\n", msg);
}
}
exit (-1);

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@ -50,6 +50,7 @@
#include <string.h>
#include <process.h>
#include <time.h>
#include <map>
#include <stdarg.h>
@ -1470,3 +1471,76 @@ int _stat64i32(const char *path, struct _stat64i32 *buffer)
return 0;
}
#endif
struct NumaNode
{
uint64_t affinityMask = 0;
int threadCount = 0;
};
static TArray<NumaNode> numaNodes;
static void SetupNumaNodes()
{
if (numaNodes.Size() == 0)
{
// Query processors in the system
DWORD_PTR processMask = 0, systemMask = 0;
BOOL result = GetProcessAffinityMask(GetCurrentProcess(), &processMask, &systemMask);
if (result)
{
// Find the numa node each processor belongs to
std::map<int, NumaNode> nodes;
for (int i = 0; i < sizeof(DWORD_PTR) * 8; i++)
{
DWORD_PTR processorMask = (((DWORD_PTR)1) << i);
if (processMask & processorMask)
{
UCHAR nodeNumber = 0;
result = GetNumaProcessorNode(i, &nodeNumber);
if (nodeNumber != 0xff)
{
nodes[nodeNumber].affinityMask |= (uint64_t)processorMask;
nodes[nodeNumber].threadCount++;
}
}
}
// Convert map to a list
for (const auto &it : nodes)
{
numaNodes.Push(it.second);
}
}
// Fall back to a single node if something went wrong
if (numaNodes.Size() == 0)
{
NumaNode node;
node.threadCount = std::thread::hardware_concurrency();
if (node.threadCount == 0)
node.threadCount = 1;
numaNodes.Push(node);
}
}
}
int I_GetNumaNodeCount()
{
SetupNumaNodes();
return numaNodes.Size();
}
int I_GetNumaNodeThreadCount(int numaNode)
{
SetupNumaNodes();
return numaNodes[numaNode].threadCount;
}
void I_SetThreadNumaNode(std::thread &thread, int numaNode)
{
if (numaNodes.Size() > 1)
{
HANDLE handle = (HANDLE)thread.native_handle();
SetThreadAffinityMask(handle, (DWORD_PTR)numaNodes[numaNode].affinityMask);
}
}

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@ -29,6 +29,7 @@
#define __I_SYSTEM__
#include "doomtype.h"
#include <thread>
struct ticcmd_t;
struct WadStuff;
@ -186,4 +187,8 @@ inline int I_FindAttr(findstate_t *fileinfo)
#define FA_DIREC 0x00000010
#define FA_ARCH 0x00000020
int I_GetNumaNodeCount();
int I_GetNumaNodeThreadCount(int numaNode);
void I_SetThreadNumaNode(std::thread &thread, int numaNode);
#endif

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@ -5,6 +5,7 @@ layout(location = 2) in vec4 aColor;
#ifndef SIMPLE // we do not need these for simple shaders
layout(location = 3) in vec4 aVertex2;
layout(location = 4) in vec4 aNormal;
layout(location = 5) in vec4 aNormal2;
out vec4 pixelpos;
out vec3 glowdist;
out vec3 gradientdist;
@ -62,7 +63,7 @@ void main()
gl_ClipDistance[4] = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
}
vWorldNormal = NormalModelMatrix * vec4(normalize(aNormal.xyz), 1.0);
vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor)), 1.0);
vEyeNormal = NormalViewMatrix * vWorldNormal;
#endif