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- /**************************************************************************/
- /* jolt_job_system.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "jolt_job_system.h"
- #include "../jolt_project_settings.h"
- #include "core/debugger/engine_debugger.h"
- #include "core/object/worker_thread_pool.h"
- #include "core/os/os.h"
- #include "core/os/time.h"
- #include "Jolt/Physics/PhysicsSettings.h"
- void JoltJobSystem::Job::_execute(void *p_user_data) {
- Job *job = static_cast<Job *>(p_user_data);
- #ifdef DEBUG_ENABLED
- const uint64_t time_start = Time::get_singleton()->get_ticks_usec();
- #endif
- job->Execute();
- #ifdef DEBUG_ENABLED
- const uint64_t time_end = Time::get_singleton()->get_ticks_usec();
- const uint64_t time_elapsed = time_end - time_start;
- timings_lock.lock();
- timings_by_job[job->name] += time_elapsed;
- timings_lock.unlock();
- #endif
- job->Release();
- }
- JoltJobSystem::Job::Job(const char *p_name, JPH::ColorArg p_color, JPH::JobSystem *p_job_system, const JPH::JobSystem::JobFunction &p_job_function, JPH::uint32 p_dependency_count) :
- JPH::JobSystem::Job(p_name, p_color, p_job_system, p_job_function, p_dependency_count)
- #ifdef DEBUG_ENABLED
- ,
- name(p_name)
- #endif
- {
- }
- JoltJobSystem::Job::~Job() {
- if (task_id != -1) {
- WorkerThreadPool::get_singleton()->wait_for_task_completion(task_id);
- }
- }
- void JoltJobSystem::Job::push_completed(Job *p_job) {
- Job *prev_head = nullptr;
- do {
- prev_head = completed_head.load(std::memory_order_relaxed);
- p_job->completed_next = prev_head;
- } while (!completed_head.compare_exchange_weak(prev_head, p_job, std::memory_order_release, std::memory_order_relaxed));
- }
- JoltJobSystem::Job *JoltJobSystem::Job::pop_completed() {
- Job *prev_head = nullptr;
- do {
- prev_head = completed_head.load(std::memory_order_relaxed);
- if (prev_head == nullptr) {
- return nullptr;
- }
- } while (!completed_head.compare_exchange_weak(prev_head, prev_head->completed_next, std::memory_order_acquire, std::memory_order_relaxed));
- return prev_head;
- }
- void JoltJobSystem::Job::queue() {
- AddRef();
- // Ideally we would use Jolt's actual job name here, but I'd rather not incur the overhead of a memory allocation or
- // thread-safe lookup every time we create/queue a task. So instead we use the same cached description for all of them.
- static const String task_name("Jolt Physics");
- task_id = WorkerThreadPool::get_singleton()->add_native_task(&_execute, this, true, task_name);
- }
- int JoltJobSystem::GetMaxConcurrency() const {
- return thread_count;
- }
- JPH::JobHandle JoltJobSystem::CreateJob(const char *p_name, JPH::ColorArg p_color, const JPH::JobSystem::JobFunction &p_job_function, JPH::uint32 p_dependency_count) {
- Job *job = nullptr;
- while (true) {
- JPH::uint32 job_index = jobs.ConstructObject(p_name, p_color, this, p_job_function, p_dependency_count);
- if (job_index != JPH::FixedSizeFreeList<Job>::cInvalidObjectIndex) {
- job = &jobs.Get(job_index);
- break;
- }
- WARN_PRINT_ONCE("Jolt Physics job system exceeded the maximum number of jobs. This should not happen. Please report this. Waiting for jobs to become available...");
- OS::get_singleton()->delay_usec(100);
- _reclaim_jobs();
- }
- // This will increment the job's reference count, so must happen before we queue the job
- JPH::JobHandle job_handle(job);
- if (p_dependency_count == 0) {
- QueueJob(job);
- }
- return job_handle;
- }
- void JoltJobSystem::QueueJob(JPH::JobSystem::Job *p_job) {
- static_cast<Job *>(p_job)->queue();
- }
- void JoltJobSystem::QueueJobs(JPH::JobSystem::Job **p_jobs, JPH::uint p_job_count) {
- for (JPH::uint i = 0; i < p_job_count; ++i) {
- QueueJob(p_jobs[i]);
- }
- }
- void JoltJobSystem::FreeJob(JPH::JobSystem::Job *p_job) {
- Job::push_completed(static_cast<Job *>(p_job));
- }
- void JoltJobSystem::_reclaim_jobs() {
- while (Job *job = Job::pop_completed()) {
- jobs.DestructObject(job);
- }
- }
- JoltJobSystem::JoltJobSystem() :
- JPH::JobSystemWithBarrier(JPH::cMaxPhysicsBarriers),
- thread_count(MAX(1, WorkerThreadPool::get_singleton()->get_thread_count())) {
- jobs.Init(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsJobs);
- }
- void JoltJobSystem::pre_step() {
- // Nothing to do.
- }
- void JoltJobSystem::post_step() {
- _reclaim_jobs();
- }
- #ifdef DEBUG_ENABLED
- void JoltJobSystem::flush_timings() {
- static const StringName profiler_name("servers");
- EngineDebugger *engine_debugger = EngineDebugger::get_singleton();
- if (engine_debugger->is_profiling(profiler_name)) {
- Array timings;
- for (const KeyValue<const void *, uint64_t> &E : timings_by_job) {
- timings.push_back(static_cast<const char *>(E.key));
- timings.push_back(USEC_TO_SEC(E.value));
- }
- timings.push_front("physics_3d");
- engine_debugger->profiler_add_frame_data(profiler_name, timings);
- }
- for (KeyValue<const void *, uint64_t> &E : timings_by_job) {
- E.value = 0;
- }
- }
- #endif
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