qzdoom/src/polyrenderer/poly_renderthread.cpp

269 lines
6.6 KiB
C++

/*
** 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.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "m_bbox.h"
#include "i_system.h"
#include "p_lnspec.h"
#include "p_setup.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "p_effect.h"
#include "doomstat.h"
#include "r_state.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"
#include "r_data/colormaps.h"
#include "poly_renderthread.h"
#include "poly_renderer.h"
#include <mutex>
#ifdef WIN32
void PeekThreadedErrorPane();
#endif
EXTERN_CVAR(Int, r_scene_multithreaded);
PolyRenderThread::PolyRenderThread(int threadIndex) : MainThread(threadIndex == 0), ThreadIndex(threadIndex)
{
FrameMemory.reset(new RenderMemory());
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
}
PolyRenderThread::~PolyRenderThread()
{
}
void PolyRenderThread::FlushDrawQueue()
{
DrawerThreads::Execute(DrawQueue);
UsedDrawQueues.push_back(DrawQueue);
DrawQueue.reset();
if (!FreeDrawQueues.empty())
{
DrawQueue = FreeDrawQueues.back();
FreeDrawQueues.pop_back();
}
else
{
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
}
}
static std::mutex loadmutex;
void PolyRenderThread::PrepareTexture(FSoftwareTexture *texture, FRenderStyle style)
{
if (texture == nullptr)
return;
// Textures may not have loaded/refreshed yet. The shared code doing
// this is not thread safe. By calling GetPixels in a mutex lock we
// make sure that only one thread is loading a texture at any given
// time.
//
// It is critical that this function is called before any direct
// calls to GetPixels for this to work.
std::unique_lock<std::mutex> lock(loadmutex);
const FSoftwareTextureSpan *spans;
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
{
texture->GetPixelsBgra();
texture->GetColumnBgra(0, &spans);
}
else
{
bool alpha = !!(style.Flags & STYLEF_RedIsAlpha);
texture->GetPixels(alpha);
texture->GetColumn(alpha, 0, &spans);
}
}
static std::mutex polyobjmutex;
void PolyRenderThread::PreparePolyObject(subsector_t *sub)
{
std::unique_lock<std::mutex> lock(polyobjmutex);
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
}
}
/////////////////////////////////////////////////////////////////////////////
PolyRenderThreads::PolyRenderThreads()
{
std::unique_ptr<PolyRenderThread> thread(new PolyRenderThread(0));
Threads.push_back(std::move(thread));
}
PolyRenderThreads::~PolyRenderThreads()
{
StopThreads();
}
void PolyRenderThreads::Clear()
{
for (auto &thread : Threads)
{
thread->FrameMemory->Clear();
thread->DrawQueue->Clear();
while (!thread->UsedDrawQueues.empty())
{
auto queue = thread->UsedDrawQueues.back();
thread->UsedDrawQueues.pop_back();
queue->Clear();
thread->FreeDrawQueues.push_back(queue);
}
}
}
void PolyRenderThreads::RenderThreadSlices(int totalcount, std::function<void(PolyRenderThread *)> workerCallback, std::function<void(PolyRenderThread *)> collectCallback)
{
WorkerCallback = workerCallback;
int numThreads = std::thread::hardware_concurrency();
if (numThreads == 0)
numThreads = 4;
if (r_scene_multithreaded == 0 || r_multithreaded == 0)
numThreads = 1;
else if (r_scene_multithreaded != 1)
numThreads = r_scene_multithreaded;
if (numThreads != (int)Threads.size())
{
StopThreads();
StartThreads(numThreads);
}
// Setup threads:
std::unique_lock<std::mutex> start_lock(start_mutex);
for (int i = 0; i < numThreads; i++)
{
Threads[i]->Start = totalcount * i / numThreads;
Threads[i]->End = totalcount * (i + 1) / numThreads;
}
run_id++;
start_lock.unlock();
// Notify threads to run
if (Threads.size() > 1)
{
start_condition.notify_all();
}
// Do the main thread ourselves:
RenderThreadSlice(MainThread());
// Wait for everyone to finish:
if (Threads.size() > 1)
{
using namespace std::chrono_literals;
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
if (!end_condition.wait_for(end_lock, 5s, [&]() { return finished_threads == Threads.size(); }))
{
#ifdef WIN32
PeekThreadedErrorPane();
#endif
// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
int *threadCrashed = nullptr;
*threadCrashed = 0xdeadbeef;
}
finished_threads = 0;
}
for (int i = 0; i < numThreads; i++)
{
Threads[i]->FlushDrawQueue();
}
WorkerCallback = {};
for (int i = 1; i < numThreads; i++)
{
collectCallback(Threads[i].get());
}
}
void PolyRenderThreads::RenderThreadSlice(PolyRenderThread *thread)
{
WorkerCallback(thread);
}
void PolyRenderThreads::StartThreads(size_t numThreads)
{
while (Threads.size() < (size_t)numThreads)
{
std::unique_ptr<PolyRenderThread> thread(new PolyRenderThread((int)Threads.size()));
auto renderthread = thread.get();
int start_run_id = run_id;
thread->thread = std::thread([=]()
{
int last_run_id = start_run_id;
while (true)
{
// Wait until we are signalled to run:
std::unique_lock<std::mutex> start_lock(start_mutex);
start_condition.wait(start_lock, [&]() { return run_id != last_run_id || shutdown_flag; });
if (shutdown_flag)
break;
last_run_id = run_id;
start_lock.unlock();
RenderThreadSlice(renderthread);
// Notify main thread that we finished:
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
end_lock.unlock();
end_condition.notify_all();
}
});
Threads.push_back(std::move(thread));
}
}
void PolyRenderThreads::StopThreads()
{
std::unique_lock<std::mutex> lock(start_mutex);
shutdown_flag = true;
lock.unlock();
start_condition.notify_all();
while (Threads.size() > 1)
{
Threads.back()->thread.join();
Threads.pop_back();
}
lock.lock();
shutdown_flag = false;
}