| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220 |
- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsModule.h"
- #include "BsCommandQueue.h"
- #include "BsCoreThreadAccessor.h"
- #include "BsThreadPool.h"
- namespace BansheeEngine
- {
- /** @addtogroup CoreThread
- * @{
- */
- /** @cond INTERNAL */
- /**
- * Manager for the core thread. Takes care of starting, running, queuing commands and shutting down the core thread.
- *
- * @note
- * How threading works:
- * - This class contains a queue which is filled by commands from other threads via queueCommand() and queueReturnCommand()
- * - Commands are executed on the core thread as soon as they are queued (if core thread is not busy with previous commands)
- * - Core thread accessors are helpers for queuing commands. They perform better than queuing each command directly
- * using queueCommand() or queueReturnCommand().
- * - Accessors contain a command queue of their own, and queuing commands in them will not automatically start
- * executing the commands like with queueCommand or queueReturnCommand. Instead you must manually call
- * submitAccessors() when you are ready to send their commands to the core thread. Sending commands "in bulk" like
- * this is what makes them faster than directly queuing commands.
- * - Synced accessor is a special type of accessor which may be accessed from any thread. Its commands are always
- * executed after all other non-synced accessors. It is primarily useful when multiple threads are managing the same
- * resource and you must ensure proper order of operations. You should use normal accessors whenever possible as
- * synced accessors involve potentially slow synchronization operations.
- */
- class BS_CORE_EXPORT CoreThread : public Module<CoreThread>
- {
- /** Contains data about an accessor for a specific thread. */
- struct AccessorContainer
- {
- CoreAccessorPtr accessor;
- bool isMain;
- };
- /** Wrapper for the thread-local variable because MSVC can't deal with a thread-local variable marked with dllimport or dllexport,
- * and we cannot use per-member dllimport/dllexport specifiers because Module's members will then not be exported and its static
- * members will not have external linkage. */
- struct AccessorData
- {
- static BS_THREADLOCAL AccessorContainer* current;
- };
- public:
- CoreThread();
- ~CoreThread();
- /** Returns the id of the core thread. */
- BS_THREAD_ID_TYPE getCoreThreadId() { return mCoreThreadId; }
- /**
- * Creates or retrieves an accessor that you can use for executing commands on the core thread from a non-core thread.
- * The accessor will be bound to the thread you call this method on.
- *
- * @note
- * Accessors contain their own command queue and their commands will only start to get executed once that queue is
- * submitted to the core thread via submitAccessors() method.
- */
- CoreAccessorPtr getAccessor();
- /**
- * Retrieves an accessor that you can use for executing commands on the core thread from a non-core thread. There is
- * only one synchronized accessor and you may access it from any thread you wish. Note however that it is much more
- * efficient to retrieve a separate non-synchronized accessor for each thread you will be using it on.
- *
- * @note
- * Accessors contain their own command queue and their commands will only start to get executed once that queue
- * is submitted to the core thread via submitAccessors() method.
- * @note
- * Synced accessor commands are sent after all non-synced accessor commands are sent.
- */
- SyncedCoreAccessor& getSyncedAccessor();
- /** Queues all the accessor commands and starts executing them on the core thread. */
- void submitAccessors(bool blockUntilComplete = false);
- /**
- * Queues a new command that will be added to the global command queue. You are allowed to call this from any thread,
- * however be aware that it involves possibly slow synchronization primitives, so limit your usage.
- *
- * @param[in] blockUntilComplete If true the thread will be blocked until the command executes. Be aware that there
- * may be many commands queued before it and they all need to be executed in order
- * before the current command is reached, which might take a long time.
- *
- * @see CommandQueue::queueReturn()
- */
- AsyncOp queueReturnCommand(std::function<void(AsyncOp&)> commandCallback, bool blockUntilComplete = false);
- /**
- * Queues a new command that will be added to the global command queue.You are allowed to call this from any thread,
- * however be aware that it involves possibly slow synchronization primitives, so limit your usage.
- *
- * @param[in] blockUntilComplete If true the thread will be blocked until the command executes. Be aware that there
- * may be many commands queued before it and they all need to be executed in order
- * before the current command is reached, which might take a long time.
- *
- * @see CommandQueue::queue()
- */
- void queueCommand(std::function<void()> commandCallback, bool blockUntilComplete = false);
- /**
- * Called once every frame.
- *
- * @note Must be called before sim thread schedules any core thread operations for the frame.
- */
- void update();
- /**
- * Returns a frame allocator that should be used for allocating temporary data being passed to the core thread. As the
- * name implies the data only lasts one frame, so you need to be careful not to use it for longer than that.
- *
- * @note Sim thread only.
- */
- FrameAlloc* getFrameAlloc() const;
- private:
- static const int NUM_FRAME_ALLOCS = 2;
- /**
- * Double buffered frame allocators. Means sim thread cannot be more than 1 frame ahead of core thread (If that changes
- * you should be able to easily add more).
- */
- FrameAlloc* mFrameAllocs[NUM_FRAME_ALLOCS];
- UINT32 mActiveFrameAlloc;
- static AccessorData mAccessor;
- Vector<AccessorContainer*> mAccessors;
- volatile bool mCoreThreadShutdown;
- HThread mCoreThread;
- bool mCoreThreadStarted;
- BS_THREAD_ID_TYPE mSimThreadId;
- BS_THREAD_ID_TYPE mCoreThreadId;
- BS_MUTEX(mCommandQueueMutex)
- BS_MUTEX(mAccessorMutex)
- BS_THREAD_SYNCHRONISER(mCommandReadyCondition)
- BS_MUTEX(mCommandNotifyMutex)
- BS_THREAD_SYNCHRONISER(mCommandCompleteCondition)
- BS_MUTEX(mThreadStartedMutex)
- BS_THREAD_SYNCHRONISER(mCoreThreadStartedCondition)
- CommandQueue<CommandQueueSync>* mCommandQueue;
- UINT32 mMaxCommandNotifyId; /**< ID that will be assigned to the next command with a notifier callback. */
- Vector<UINT32> mCommandsCompleted; /**< Completed commands that have notifier callbacks set up */
- SyncedCoreAccessor* mSyncedCoreAccessor;
- /** Starts the core thread worker method. Should only be called once. */
- void initCoreThread();
- /** Main worker method of the core thread. Called once thread is started. */
- void runCoreThread();
- /** Shutdowns the core thread. It will complete all ready commands before shutdown. */
- void shutdownCoreThread();
- /**
- * Blocks the calling thread until the command with the specified ID completes. Make sure that the specified ID
- * actually exists, otherwise this will block forever.
- */
- void blockUntilCommandCompleted(UINT32 commandId);
- /**
- * Callback called by the command list when a specific command finishes executing. This is only called on commands that
- * have a special notify on complete flag set.
- *
- * @param[in] commandId Identifier for the command.
- */
- void commandCompletedNotify(UINT32 commandId);
- };
- /**
- * Returns the core thread manager used for dealing with the core thread from external threads.
- *
- * @see CoreThread
- */
- BS_CORE_EXPORT CoreThread& gCoreThread();
- /** Throws an exception if current thread isn't the core thread. */
- BS_CORE_EXPORT void throwIfNotCoreThread();
- /** Throws an exception if current thread is the core thread. */
- BS_CORE_EXPORT void throwIfCoreThread();
- #if BS_DEBUG_MODE
- #define THROW_IF_NOT_CORE_THREAD throwIfNotCoreThread();
- #define THROW_IF_CORE_THREAD throwIfCoreThread();
- #else
- #define THROW_IF_NOT_CORE_THREAD
- #define THROW_IF_CORE_THREAD
- #endif
- /** @endcond */
- /**
- * Creates or retrieves an accessor that you can use for executing commands on the core thread from a non-core thread.
- * The accessor will be bound to the thread you call this method on.
- */
- BS_CORE_EXPORT CoreThreadAccessor<CommandQueueNoSync>& gCoreAccessor();
- /**
- * Retrieves an accessor that you can use for executing commands on the core thread from a non-core thread. There is
- * only one synchronized accessor and you may access it from any thread you wish. Note however that it is much more
- * efficient to retrieve a separate non-synchronized accessor for each thread you will be using it on.
- */
- BS_CORE_EXPORT CoreThreadAccessor<CommandQueueSync>& gSyncedCoreAccessor();
- /** @} */
- }
|