qzdoom/src/common/rendering/r_thread.h
Christoph Oelckers 68630d6782 - sanitized dependencies of the softpoly render backend.
This included half the game state and lots of unneeded parts of the software renderer.
The two modules that are shared between softpoly and the classic software renderer have been moved to a neutral place.
2020-04-29 18:48:15 +02:00

224 lines
5.5 KiB
C++

/*
** 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 <vector>
#include <memory>
#include <thread>
#include <mutex>
#include <condition_variable>
#include "templates.h"
#include "c_cvars.h"
#include "basics.h"
// Use multiple threads when drawing
EXTERN_CVAR(Int, r_multithreaded)
class PolyTriangleThreadData;
namespace swrenderer { class WallColumnDrawerArgs; }
// Worker data for each thread executing drawer commands
class DrawerThread
{
public:
std::thread thread;
size_t current_queue = 0;
// Thread line index of this thread
int core = 0;
// 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 = MAXHEIGHT;
// Working buffer used by the tilted (sloped) span drawer
const uint8_t *tiltlighting[MAXWIDTH];
std::shared_ptr<PolyTriangleThreadData> poly;
std::shared_ptr<swrenderer::WallColumnDrawerArgs> columndrawer;
size_t debug_draw_pos = 0;
// Checks if a line is rendered by this thread
bool line_skipped_by_thread(int line)
{
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 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);
}
// Calculate the dest address for the first line to be rendered by this thread
template<typename T>
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;
};
// Wait for all worker threads before executing next command
class GroupMemoryBarrierCommand : public DrawerCommand
{
public:
void Execute(DrawerThread *thread);
private:
std::mutex mutex;
std::condition_variable condition;
size_t count = 0;
};
// Copy finished rows to video memory
class MemcpyCommand : public DrawerCommand
{
public:
MemcpyCommand(void *dest, int destpitch, const void *src, int width, int height, int srcpitch, int pixelsize);
void Execute(DrawerThread *thread);
private:
void *dest;
const void *src;
int destpitch;
int width;
int height;
int srcpitch;
int pixelsize;
};
class DrawerCommandQueue;
typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
class DrawerThreads
{
public:
// Runs the collected commands on worker threads
static void Execute(DrawerCommandQueuePtr queue);
// Waits for all commands to finish executing
static void WaitForWorkers();
static void ResetDebugDrawPos();
private:
DrawerThreads();
~DrawerThreads();
void StartThreads();
void StopThreads();
void WorkerMain(DrawerThread *thread);
static DrawerThreads *Instance();
std::mutex threads_mutex;
std::vector<DrawerThread> threads;
std::mutex start_mutex;
std::condition_variable start_condition;
std::vector<DrawerCommandQueuePtr> active_commands;
bool shutdown_flag = false;
std::mutex end_mutex;
std::condition_variable end_condition;
size_t tasks_left = 0;
size_t debug_draw_end = 0;
DrawerThread single_core_thread;
friend class DrawerCommandQueue;
};
class RenderMemory;
class DrawerCommandQueue
{
public:
DrawerCommandQueue(RenderMemory *memoryAllocator);
void Clear() { commands.clear(); }
// Queue command to be executed by drawer worker threads
template<typename T, typename... Types>
void Push(Types &&... args)
{
DrawerThreads *threads = DrawerThreads::Instance();
if (r_multithreaded != 0)
{
void *ptr = AllocMemory(sizeof(T));
T *command = new (ptr)T(std::forward<Types>(args)...);
commands.push_back(command);
}
else
{
T command(std::forward<Types>(args)...);
command.Execute(&threads->single_core_thread);
}
}
private:
// Allocate memory valid for the duration of a command execution
void *AllocMemory(size_t size);
std::vector<DrawerCommand *> commands;
RenderMemory *FrameMemory;
friend class DrawerThreads;
};