BsCoreObject.h 11 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "CoreThread/BsCoreObjectCore.h"
  6. #include "Threading/BsAsyncOp.h"
  7. namespace bs
  8. {
  9. /** @addtogroup CoreThread
  10. * @{
  11. */
  12. /**
  13. * Core objects provides functionality for dealing with objects that need to exist on both simulation and core thread.
  14. * It handles cross-thread initialization, destruction as well as syncing data between the two threads.
  15. *
  16. * It also provides a standardized way to initialize/destroy objects, and a way to specify dependant CoreObject%s. For
  17. * those purposes it might also be used for objects that only exist on the core thread.
  18. *
  19. * @note ct::CoreObject is a counterpart to CoreObject that is used exclusively on the core thread. CoreObject on the
  20. * other hand should be used exclusively on the simulation thread. Types that exist on both threads need to
  21. * implement both of these.
  22. */
  23. class BS_CORE_EXPORT CoreObject
  24. {
  25. protected:
  26. /** Values that represent current state of the core object */
  27. enum Flags
  28. {
  29. CGO_DESTROYED = 0x01, /**< Object has been destroyed and shouldn't be used. */
  30. CGO_INIT_ON_CORE_THREAD = 0x02 /**< Object requires initialization on core thread. */
  31. };
  32. public:
  33. /**
  34. * Frees all the data held by this object.
  35. *
  36. * @note
  37. * If this object require initialization on core thread destruction is not done immediately, and is
  38. * instead just scheduled on the core thread. Otherwise the object is destroyed immediately.
  39. */
  40. virtual void destroy();
  41. /**
  42. * Initializes all the internal resources of this object. Must be called right after construction. Generally you
  43. * should call this from a factory method to avoid the issue where user forgets to call it.
  44. *
  45. * @note
  46. * If this object require initialization on core thread initialization is not done immediately, and is instead just
  47. * scheduled on the core thread. Otherwise the object is initialized immediately.
  48. */
  49. virtual void initialize();
  50. /** Returns true if the object has been destroyed. Destroyed object should not be used. */
  51. bool isDestroyed() const { return (mFlags & CGO_DESTROYED) != 0; }
  52. /**
  53. * Blocks the current thread until the resource is fully initialized.
  54. *
  55. * @note
  56. * If you call this without calling initialize first a deadlock will occur. You should not call this from core thread.
  57. */
  58. void blockUntilCoreInitialized() const;
  59. /** Returns an unique identifier for this object. */
  60. UINT64 getInternalID() const { return mInternalID; }
  61. /** Returns a shared_ptr version of "this" pointer. */
  62. SPtr<CoreObject> getThisPtr() const { return mThis.lock(); }
  63. /**
  64. * Returns an object that contains a core thread specific implementation of this CoreObject. Null is a valid return
  65. * value in case object requires no core thread implementation.
  66. *
  67. * @note Thread safe to retrieve, but its data is only valid on the core thread.
  68. */
  69. SPtr<ct::CoreObject> getCore() const { return mCoreSpecific; }
  70. /**
  71. * Ensures all dirty syncable data is send to the core thread counterpart of this object (if any).
  72. *
  73. * @note Call this if you have modified the object and need to make sure core thread has an up to date version.
  74. * Normally this is done automatically at the end of a frame.
  75. * @note This is an @ref asyncMethod "asynchronous method".
  76. */
  77. void syncToCore();
  78. public: // ***** INTERNAL ******
  79. /** @name Internal
  80. * @{
  81. */
  82. /**
  83. * Sets a shared this pointer to this object. This must be called immediately after construction, but before
  84. * initialize().
  85. *
  86. * @note This should be called by the factory creation methods so user doesn't have to call it manually.
  87. */
  88. void _setThisPtr(SPtr<CoreObject> ptrThis);
  89. /** Schedules the object to be destroyed, and then deleted. */
  90. template<class T, class MemAlloc>
  91. static void _delete(CoreObject* obj)
  92. {
  93. if (!obj->isDestroyed())
  94. obj->destroy();
  95. bs_delete<T, MemAlloc>((T*)obj);
  96. }
  97. /** @} */
  98. protected:
  99. /**
  100. * Constructs a new core object.
  101. *
  102. * @param[in] requiresCoreInit (optional) Determines if the ct::CoreObject counterpart of this object
  103. * (if it has any, see createCore()) requires initialization and destruction on the
  104. * core thread.
  105. */
  106. CoreObject(bool requiresCoreInit = true);
  107. virtual ~CoreObject();
  108. /**
  109. * Queues a command to be executed on the core thread, without a return value.
  110. *
  111. * @note
  112. * Requires a shared pointer to the object this function will be executed on, in order to make sure the object is
  113. * not deleted before the command executes. Can be null if the function is static or global.
  114. */
  115. static void queueGpuCommand(const SPtr<ct::CoreObject>& obj, std::function<void()> func);
  116. /**
  117. * Queues a command to be executed on the core thread, with a return value in the form of AsyncOp.
  118. *
  119. * @see AsyncOp
  120. *
  121. * @note
  122. * Requires a shared pointer to the object this function will be executed on, in order to make sure the object is
  123. * not deleted before the command executes. Can be null if the function is static or global.
  124. */
  125. static AsyncOp queueReturnGpuCommand(const SPtr<ct::CoreObject>& obj, std::function<void(AsyncOp&)> func);
  126. bool requiresInitOnCoreThread() const { return (mFlags & CGO_INIT_ON_CORE_THREAD) != 0; }
  127. void setIsDestroyed(bool destroyed) { mFlags = destroyed ? mFlags | CGO_DESTROYED : mFlags & ~CGO_DESTROYED; }
  128. private:
  129. friend class CoreObjectManager;
  130. volatile UINT8 mFlags;
  131. UINT32 mCoreDirtyFlags;
  132. UINT64 mInternalID; // ID == 0 is not a valid ID
  133. std::weak_ptr<CoreObject> mThis;
  134. /**
  135. * Queues object initialization command on the core thread. The command is added to the primary core thread queue
  136. * and will be executed as soon as the core thread is ready.
  137. */
  138. static void queueInitializeGpuCommand(const SPtr<ct::CoreObject>& obj);
  139. /**
  140. * Queues object destruction command on the core thread. The command is added to the core thread queue of this
  141. * thread and will be executed after qzeze commands are submitted and any previously queued commands are executed.
  142. *
  143. * @note It is up to the caller to ensure no other threads attempt to use this object.
  144. */
  145. static void queueDestroyGpuCommand(const SPtr<ct::CoreObject>& obj);
  146. /** Helper wrapper method used for queuing commands with no return value on the core thread. */
  147. static void executeGpuCommand(const SPtr<ct::CoreObject>& obj, std::function<void()> func);
  148. /** Helper wrapper method used for queuing commands with a return value on the core thread. */
  149. static void executeReturnGpuCommand(const SPtr<ct::CoreObject>& obj, std::function<void(AsyncOp&)> func,
  150. AsyncOp& op);
  151. protected:
  152. /************************************************************************/
  153. /* CORE OBJECT SYNC */
  154. /************************************************************************/
  155. /**
  156. * Creates an object that contains core thread specific data and methods for this CoreObject. Can be null if such
  157. * object is not required.
  158. */
  159. virtual SPtr<ct::CoreObject> createCore() const { return nullptr; }
  160. /**
  161. * Marks the core data as dirty. This causes the syncToCore() method to trigger the next time objects are synced
  162. * between core and sim threads.
  163. *
  164. * @param[in] flags (optional) Flags in case you want to signal that only part of the internal data is dirty.
  165. * syncToCore() will be called regardless and it's up to the implementation to read
  166. * the flags value if needed.
  167. */
  168. void markCoreDirty(UINT32 flags = 0xFFFFFFFF);
  169. /** Marks the core data as clean. Normally called right after syncToCore() has been called. */
  170. void markCoreClean() { mCoreDirtyFlags = 0; }
  171. /**
  172. * Notifies the core object manager that this object is dependant on some other CoreObject(s), and the dependencies
  173. * changed since the last call to this method. This will trigger a call to getCoreDependencies() to collect the
  174. * new dependencies.
  175. */
  176. void markDependenciesDirty();
  177. /**
  178. * Checks is the core dirty flag set. This is used by external systems to know when internal data has changed and
  179. * core thread potentially needs to be notified.
  180. */
  181. bool isCoreDirty() const { return mCoreDirtyFlags != 0; }
  182. /**
  183. * Returns the exact value of the internal flag that signals whether an object needs to be synced with the core thread.
  184. */
  185. UINT32 getCoreDirtyFlags() const { return mCoreDirtyFlags; }
  186. /**
  187. * Copy internal dirty data to a memory buffer that will be used for updating core thread version of that data.
  188. *
  189. * @note
  190. * This generally happens at the end of every sim thread frame. Synced data becomes available to the core thread
  191. * the start of the next core thread frame.
  192. */
  193. virtual CoreSyncData syncToCore(FrameAlloc* allocator) { return CoreSyncData(); }
  194. /**
  195. * Populates the provided array with all core objects that this core object depends upon. Dependencies are required
  196. * for syncing to the core thread, so the system can be aware to update the dependant objects if a dependency is
  197. * marked as dirty (for example updating a camera's viewport should also trigger an update on camera so it has
  198. * a chance to potentially update its data).
  199. */
  200. virtual void getCoreDependencies(Vector<CoreObject*>& dependencies) { }
  201. protected:
  202. SPtr<ct::CoreObject> mCoreSpecific;
  203. };
  204. /**
  205. * Creates a new core object using the specified allocators and returns a shared pointer to it.
  206. *
  207. * @note
  208. * All core thread object shared pointers must be created using this method or its overloads and you should not create
  209. * them manually.
  210. */
  211. template<class Type, class MainAlloc, class PtrDataAlloc, class... Args>
  212. SPtr<Type> bs_core_ptr_new(Args &&...args)
  213. {
  214. return SPtr<Type>(bs_new<Type, MainAlloc>(std::forward<Args>(args)...),
  215. &CoreObject::_delete<Type, MainAlloc>, StdAlloc<Type, PtrDataAlloc>());
  216. }
  217. /**
  218. * Creates a new core object using the specified allocator and returns a shared pointer to it.
  219. *
  220. * @note
  221. * All core thread object shared pointers must be created using this method or its overloads and you should not create
  222. * them manually.
  223. */
  224. template<class Type, class MainAlloc, class... Args>
  225. SPtr<Type> bs_core_ptr_new(Args &&...args)
  226. {
  227. return SPtr<Type>(bs_new<Type, MainAlloc>(std::forward<Args>(args)...),
  228. &CoreObject::_delete<Type, MainAlloc>, StdAlloc<Type, GenAlloc>());
  229. }
  230. /**
  231. * Creates a new core object and returns a shared pointer to it.
  232. *
  233. * @note
  234. * All core thread object shared pointers must be created using this method or its overloads and you should not create
  235. * them manually.
  236. */
  237. template<class Type, class... Args>
  238. SPtr<Type> bs_core_ptr_new(Args &&...args)
  239. {
  240. return SPtr<Type>(bs_new<Type, GenAlloc>(std::forward<Args>(args)...),
  241. &CoreObject::_delete<Type, GenAlloc>, StdAlloc<Type, GenAlloc>());
  242. }
  243. /**
  244. * Creates a core object shared pointer using a previously constructed object.
  245. *
  246. * @note
  247. * All core thread object shared pointers must be created using this method or its overloads and you should not create
  248. * them manually.
  249. */
  250. template<class Type, class MainAlloc = GenAlloc, class PtrDataAlloc = GenAlloc>
  251. SPtr<Type> bs_core_ptr(Type* data)
  252. {
  253. return SPtr<Type>(data, &CoreObject::_delete<Type, MainAlloc>, StdAlloc<Type, PtrDataAlloc>());
  254. }
  255. /** @} */
  256. }