raze-gles/source/common/rendering/r_thread.cpp

302 lines
8 KiB
C++
Raw Normal View History

/*
** 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.
**
*/
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "filesystem.h"
#include "v_video.h"
#include "r_thread.h"
#include "r_memory.h"
#include "poly_thread.h"
#include "printf.h"
#include "polyrenderer/drawers/poly_triangle.h"
#include <chrono>
#ifdef WIN32
void PeekThreadedErrorPane();
#endif
CVAR(Int, r_multithreaded, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Int, r_debug_draw, 0, 0);
/////////////////////////////////////////////////////////////////////////////
DrawerThreads *DrawerThreads::Instance()
{
static DrawerThreads threads;
return &threads;
}
DrawerThreads::DrawerThreads()
{
}
DrawerThreads::~DrawerThreads()
{
StopThreads();
}
void DrawerThreads::Execute(DrawerCommandQueuePtr commands)
{
if (!commands || commands->commands.empty())
return;
auto queue = Instance();
queue->StartThreads();
// Add to queue and awaken worker threads
std::unique_lock<std::mutex> start_lock(queue->start_mutex);
std::unique_lock<std::mutex> end_lock(queue->end_mutex);
queue->active_commands.push_back(commands);
queue->tasks_left += queue->threads.size();
end_lock.unlock();
start_lock.unlock();
queue->start_condition.notify_all();
}
void DrawerThreads::ResetDebugDrawPos()
{
auto queue = Instance();
std::unique_lock<std::mutex> start_lock(queue->start_mutex);
bool reached_end = false;
for (auto &thread : queue->threads)
{
if (thread.debug_draw_pos + r_debug_draw * 60 * 2 < queue->debug_draw_end)
reached_end = true;
thread.debug_draw_pos = 0;
}
if (!reached_end)
queue->debug_draw_end += r_debug_draw;
else
queue->debug_draw_end = 0;
}
void DrawerThreads::WaitForWorkers()
{
using namespace std::chrono_literals;
// Wait for workers to finish
auto queue = Instance();
std::unique_lock<std::mutex> end_lock(queue->end_mutex);
if (!queue->end_condition.wait_for(end_lock, 5s, [&]() { return queue->tasks_left == 0; }))
{
#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;
}
end_lock.unlock();
// Clean up
std::unique_lock<std::mutex> start_lock(queue->start_mutex);
for (auto &thread : queue->threads)
thread.current_queue = 0;
for (auto &list : queue->active_commands)
{
for (auto &command : list->commands)
command->~DrawerCommand();
list->Clear();
}
queue->active_commands.clear();
}
void DrawerThreads::WorkerMain(DrawerThread *thread)
{
while (true)
{
// Wait until we are signalled to run:
std::unique_lock<std::mutex> start_lock(start_mutex);
start_condition.wait(start_lock, [&]() { return thread->current_queue < active_commands.size() || shutdown_flag; });
if (shutdown_flag)
break;
// Grab the commands
DrawerCommandQueuePtr list = active_commands[thread->current_queue];
thread->current_queue++;
thread->numa_start_y = thread->numa_node * screen->GetHeight() / thread->num_numa_nodes;
thread->numa_end_y = (thread->numa_node + 1) * screen->GetHeight() / thread->num_numa_nodes;
if (thread->poly)
{
thread->poly->numa_start_y = thread->numa_start_y;
thread->poly->numa_end_y = thread->numa_end_y;
}
start_lock.unlock();
// Do the work:
if (r_debug_draw)
{
for (auto& command : list->commands)
{
thread->debug_draw_pos++;
if (thread->debug_draw_pos < debug_draw_end)
command->Execute(thread);
}
}
else
{
for (auto& command : list->commands)
{
command->Execute(thread);
}
}
// Notify main thread that we finished:
std::unique_lock<std::mutex> end_lock(end_mutex);
tasks_left--;
bool finishedTasks = tasks_left == 0;
end_lock.unlock();
if (finishedTasks)
end_condition.notify_all();
}
}
void DrawerThreads::StartThreads()
{
std::unique_lock<std::mutex> lock(threads_mutex);
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)
{
static bool firstCall = true;
if (firstCall)
{
firstCall = false;
if (r_multithreaded == 1)
Printf("Warning: Unable to determine number of CPU cores/threads for this computer. To improve performance, please type 'r_multithreaded x' in the console, where x is the number of threads to use.\n");
}
num_threads = 1;
}
if (r_multithreaded == 0)
num_threads = 1;
else if (r_multithreaded != 1)
num_threads = r_multithreaded;
if (num_threads != (int)threads.size())
{
StopThreads();
threads.resize(num_threads);
if (num_threads == num_numathreads)
{
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->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->thread = std::thread([=]() { queue->WorkerMain(thread); });
I_SetThreadNumaNode(thread->thread, 0);
}
}
}
}
void DrawerThreads::StopThreads()
{
std::unique_lock<std::mutex> lock(start_mutex);
shutdown_flag = true;
lock.unlock();
start_condition.notify_all();
for (auto &thread : threads)
thread.thread.join();
threads.clear();
lock.lock();
shutdown_flag = false;
}
/////////////////////////////////////////////////////////////////////////////
DrawerCommandQueue::DrawerCommandQueue(RenderMemory *frameMemory) : FrameMemory(frameMemory)
{
}
void *DrawerCommandQueue::AllocMemory(size_t size)
{
return FrameMemory->AllocMemory<uint8_t>((int)size);
}
/////////////////////////////////////////////////////////////////////////////
void GroupMemoryBarrierCommand::Execute(DrawerThread *thread)
{
std::unique_lock<std::mutex> lock(mutex);
count++;
condition.notify_all();
condition.wait(lock, [&]() { return count >= (size_t)thread->num_cores; });
}
/////////////////////////////////////////////////////////////////////////////
MemcpyCommand::MemcpyCommand(void *dest, int destpitch, const void *src, int width, int height, int srcpitch, int pixelsize)
: dest(dest), src(src), destpitch(destpitch), width(width), height(height), srcpitch(srcpitch), pixelsize(pixelsize)
{
}
void MemcpyCommand::Execute(DrawerThread *thread)
{
int start = thread->skipped_by_thread(0);
int count = thread->count_for_thread(0, height);
int sstep = thread->num_cores * srcpitch * pixelsize;
int dstep = thread->num_cores * destpitch * pixelsize;
int size = width * pixelsize;
uint8_t *d = (uint8_t*)dest + start * destpitch * pixelsize;
const uint8_t *s = (const uint8_t*)src + start * srcpitch * pixelsize;
for (int i = 0; i < count; i++)
{
memcpy(d, s, size);
d += dstep;
s += sstep;
}
}