RenderingThread.cpp 6.9 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Gr/gl/RenderingThread.h>
  6. #include <AnKi/Gr/gl/CommandBufferImpl.h>
  7. #include <AnKi/Gr/GrManager.h>
  8. #include <AnKi/Gr/gl/GrManagerImpl.h>
  9. #include <AnKi/Gr/gl/GlState.h>
  10. #include <AnKi/Gr/Fence.h>
  11. #include <AnKi/Gr/gl/FenceImpl.h>
  12. #include <AnKi/Util/Logger.h>
  13. #include <AnKi/Core/Trace.h>
  14. #include <cstdlib>
  15. namespace anki
  16. {
  17. /// Sync rendering thread command.
  18. class SyncCommand final : public GlCommand
  19. {
  20. public:
  21. RenderingThread* m_renderingThread;
  22. SyncCommand(RenderingThread* renderingThread)
  23. : m_renderingThread(renderingThread)
  24. {
  25. }
  26. ANKI_USE_RESULT Error operator()(GlState&)
  27. {
  28. // Make sure that all GPU and CPU work is done
  29. glFlush();
  30. glFinish();
  31. m_renderingThread->m_syncBarrier.wait();
  32. return Error::NONE;
  33. }
  34. };
  35. /// Swap buffers command.
  36. class SwapBuffersCommand final : public GlCommand
  37. {
  38. public:
  39. RenderingThread* m_renderingThread;
  40. SwapBuffersCommand(RenderingThread* renderingThread)
  41. : m_renderingThread(renderingThread)
  42. {
  43. }
  44. ANKI_USE_RESULT Error operator()(GlState& state)
  45. {
  46. // Blit from the fake FB to the real default FB
  47. const GrManagerImpl& gr = *static_cast<const GrManagerImpl*>(state.m_manager);
  48. const FramebufferImpl& fb = static_cast<FramebufferImpl&>(*gr.m_fakeDefaultFb);
  49. const U width = gr.m_fakeFbTex->getWidth();
  50. const U height = gr.m_fakeFbTex->getHeight();
  51. glBlitNamedFramebuffer(fb.getGlName(), 0, 0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT,
  52. GL_NEAREST);
  53. // Swap buffers
  54. m_renderingThread->swapBuffersInternal();
  55. return Error::NONE;
  56. }
  57. };
  58. /// Empty command
  59. class EmptyCommand final : public GlCommand
  60. {
  61. public:
  62. ANKI_USE_RESULT Error operator()(GlState&)
  63. {
  64. return Error::NONE;
  65. }
  66. };
  67. RenderingThread::RenderingThread(GrManagerImpl* manager)
  68. : m_manager(manager)
  69. , m_tail(0)
  70. , m_head(0)
  71. , m_renderingThreadSignal(0)
  72. , m_thread("anki_gl")
  73. {
  74. ANKI_ASSERT(m_manager);
  75. }
  76. RenderingThread::~RenderingThread()
  77. {
  78. m_queue.destroy(m_manager->getAllocator());
  79. }
  80. void RenderingThread::flushCommandBuffer(CommandBufferPtr cmdb, FencePtr* fence)
  81. {
  82. // Create a fence
  83. if(fence)
  84. {
  85. FencePtr& f = *fence;
  86. FenceImpl* fenceImpl = m_manager->getAllocator().newInstance<FenceImpl>(m_manager.get(), "N/A");
  87. f.reset(fenceImpl);
  88. class CreateFenceCmd final : public GlCommand
  89. {
  90. public:
  91. FencePtr m_fence;
  92. CreateFenceCmd(FencePtr fence)
  93. : m_fence(fence)
  94. {
  95. }
  96. Error operator()(GlState&)
  97. {
  98. static_cast<FenceImpl&>(*m_fence).m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
  99. return Error::NONE;
  100. }
  101. };
  102. static_cast<CommandBufferImpl&>(*cmdb).pushBackNewCommand<CreateFenceCmd>(f);
  103. }
  104. static_cast<CommandBufferImpl&>(*cmdb).makeImmutable();
  105. {
  106. LockGuard<Mutex> lock(m_mtx);
  107. // Set commands
  108. U64 diff = m_tail - m_head;
  109. if(diff < m_queue.getSize())
  110. {
  111. U64 idx = m_tail % m_queue.getSize();
  112. m_queue[idx] = cmdb;
  113. ++m_tail;
  114. }
  115. else
  116. {
  117. ANKI_GL_LOGW("Rendering queue too small");
  118. }
  119. m_condVar.notifyOne(); // Wake the thread
  120. }
  121. }
  122. void RenderingThread::start()
  123. {
  124. ANKI_ASSERT(m_tail == 0 && m_head == 0);
  125. m_queue.create(m_manager->getAllocator(), QUEUE_SIZE);
  126. // Swap buffers stuff
  127. m_swapBuffersCommands = m_manager->newCommandBuffer(CommandBufferInitInfo());
  128. static_cast<CommandBufferImpl&>(*m_swapBuffersCommands).pushBackNewCommand<SwapBuffersCommand>(this);
  129. // Just in case noone swaps
  130. static_cast<CommandBufferImpl&>(*m_swapBuffersCommands).makeExecuted();
  131. m_manager->pinContextToCurrentThread(false);
  132. // Start thread
  133. m_thread.start(this, threadCallback);
  134. // Create sync command buffer
  135. m_syncCommands = m_manager->newCommandBuffer(CommandBufferInitInfo());
  136. static_cast<CommandBufferImpl&>(*m_syncCommands).pushBackNewCommand<SyncCommand>(this);
  137. m_emptyCmdb = m_manager->newCommandBuffer(CommandBufferInitInfo());
  138. static_cast<CommandBufferImpl&>(*m_emptyCmdb).pushBackNewCommand<EmptyCommand>();
  139. }
  140. void RenderingThread::stop()
  141. {
  142. syncClientServer();
  143. m_renderingThreadSignal = 1;
  144. flushCommandBuffer(m_emptyCmdb, nullptr);
  145. Error err = m_thread.join();
  146. (void)err;
  147. }
  148. void RenderingThread::prepare()
  149. {
  150. m_manager->pinContextToCurrentThread(true);
  151. // Ignore the first error
  152. glGetError();
  153. ANKI_GL_LOGI("OpenGL async thread started: OpenGL version \"%s\", GLSL version \"%s\"",
  154. reinterpret_cast<const char*>(glGetString(GL_VERSION)),
  155. reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)));
  156. // Get thread id
  157. m_serverThreadId = Thread::getCurrentThreadId();
  158. // Init state
  159. m_manager->getState().initRenderThread();
  160. }
  161. void RenderingThread::finish()
  162. {
  163. // Iterate the queue and release the refcounts
  164. for(U i = 0; i < m_queue.getSize(); i++)
  165. {
  166. if(m_queue[i].isCreated())
  167. {
  168. // Fake that it's executed to avoid warnings
  169. static_cast<CommandBufferImpl&>(*m_queue[i]).makeExecuted();
  170. // Release
  171. m_queue[i] = CommandBufferPtr();
  172. }
  173. }
  174. // Cleanup GL
  175. m_manager->getState().destroy();
  176. // Cleanup
  177. glFinish();
  178. m_manager->pinContextToCurrentThread(false);
  179. }
  180. Error RenderingThread::threadCallback(ThreadCallbackInfo& info)
  181. {
  182. RenderingThread* thread = static_cast<RenderingThread*>(info.m_userData);
  183. thread->threadLoop();
  184. return Error::NONE;
  185. }
  186. void RenderingThread::threadLoop()
  187. {
  188. prepare();
  189. while(1)
  190. {
  191. CommandBufferPtr cmd;
  192. // Wait for something
  193. {
  194. LockGuard<Mutex> lock(m_mtx);
  195. while(m_tail == m_head)
  196. {
  197. m_condVar.wait(m_mtx);
  198. }
  199. // Check signals
  200. if(m_renderingThreadSignal == 1)
  201. {
  202. // Requested to stop
  203. break;
  204. }
  205. U64 idx = m_head % m_queue.getSize();
  206. // Pop a command
  207. cmd = m_queue[idx];
  208. m_queue[idx] = CommandBufferPtr(); // Insert empty cmd buffer
  209. ++m_head;
  210. }
  211. Error err = Error::NONE;
  212. {
  213. ANKI_TRACE_SCOPED_EVENT(GL_THREAD);
  214. err = static_cast<CommandBufferImpl&>(*cmd).executeAllCommands();
  215. }
  216. if(err)
  217. {
  218. ANKI_GL_LOGE("Error in rendering thread. Aborting");
  219. abort();
  220. }
  221. }
  222. finish();
  223. }
  224. void RenderingThread::syncClientServer()
  225. {
  226. // Lock because there is only one barrier. If multiple threads call
  227. // syncClientServer all of them will hit the same barrier.
  228. LockGuard<SpinLock> lock(m_syncLock);
  229. flushCommandBuffer(m_syncCommands, nullptr);
  230. m_syncBarrier.wait();
  231. }
  232. void RenderingThread::swapBuffersInternal()
  233. {
  234. ANKI_TRACE_SCOPED_EVENT(SWAP_BUFFERS);
  235. // Do the swap buffers
  236. m_manager->swapBuffers();
  237. // Notify the main thread that we are done
  238. {
  239. LockGuard<Mutex> lock(m_frameMtx);
  240. m_frameWait = false;
  241. m_frameCondVar.notifyOne();
  242. }
  243. }
  244. void RenderingThread::swapBuffers()
  245. {
  246. ANKI_TRACE_SCOPED_EVENT(SWAP_BUFFERS);
  247. // Wait for the rendering thread to finish swap buffers...
  248. {
  249. LockGuard<Mutex> lock(m_frameMtx);
  250. while(m_frameWait)
  251. {
  252. m_frameCondVar.wait(m_frameMtx);
  253. }
  254. m_frameWait = true;
  255. }
  256. // ...and then flush a new swap buffers
  257. flushCommandBuffer(m_swapBuffersCommands, nullptr);
  258. }
  259. } // end namespace anki