vkdoom_m/src/polyrenderer/poly_renderthread.cpp
Christoph Oelckers 82bd742ea3 - reworked how the software renderer manages its textures.
* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture.
* create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels.
* create proper warp textures instead of working off the paletted variants.

As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
2018-12-08 12:42:35 +01:00

270 lines
6.6 KiB
C++

/*
** Polygon Doom software renderer
** 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 <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "m_bbox.h"
#include "i_system.h"
#include "p_lnspec.h"
#include "p_setup.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "p_effect.h"
#include "doomstat.h"
#include "r_state.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"
#include "r_data/colormaps.h"
#include "poly_renderthread.h"
#include "poly_renderer.h"
#include <mutex>
#ifdef WIN32
void PeekThreadedErrorPane();
#endif
EXTERN_CVAR(Int, r_scene_multithreaded);
PolyRenderThread::PolyRenderThread(int threadIndex) : MainThread(threadIndex == 0), ThreadIndex(threadIndex)
{
FrameMemory.reset(new RenderMemory());
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
}
PolyRenderThread::~PolyRenderThread()
{
}
void PolyRenderThread::FlushDrawQueue()
{
DrawerThreads::Execute(DrawQueue);
UsedDrawQueues.push_back(DrawQueue);
DrawQueue.reset();
if (!FreeDrawQueues.empty())
{
DrawQueue = FreeDrawQueues.back();
FreeDrawQueues.pop_back();
}
else
{
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
}
}
void PolyRenderThread::PrepareTexture(FSoftwareTexture *texture, FRenderStyle style)
{
if (texture == nullptr)
return;
// Textures may not have loaded/refreshed yet. The shared code doing
// this is not thread safe. By calling GetPixels in a mutex lock we
// make sure that only one thread is loading a texture at any given
// time.
//
// It is critical that this function is called before any direct
// calls to GetPixels for this to work.
static std::mutex loadmutex;
std::unique_lock<std::mutex> lock(loadmutex);
const FSoftwareTextureSpan *spans;
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
{
texture->GetPixelsBgra();
texture->GetColumnBgra(0, &spans);
}
else
{
bool alpha = !!(style.Flags & STYLEF_RedIsAlpha);
texture->GetPixels(alpha);
texture->GetColumn(alpha, 0, &spans);
}
}
void PolyRenderThread::PreparePolyObject(subsector_t *sub)
{
static std::mutex polyobjmutex;
std::unique_lock<std::mutex> lock(polyobjmutex);
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
}
}
/////////////////////////////////////////////////////////////////////////////
PolyRenderThreads::PolyRenderThreads()
{
std::unique_ptr<PolyRenderThread> thread(new PolyRenderThread(0));
Threads.push_back(std::move(thread));
}
PolyRenderThreads::~PolyRenderThreads()
{
StopThreads();
}
void PolyRenderThreads::Clear()
{
for (auto &thread : Threads)
{
thread->FrameMemory->Clear();
thread->DrawQueue->Clear();
while (!thread->UsedDrawQueues.empty())
{
auto queue = thread->UsedDrawQueues.back();
thread->UsedDrawQueues.pop_back();
queue->Clear();
thread->FreeDrawQueues.push_back(queue);
}
}
}
void PolyRenderThreads::RenderThreadSlices(int totalcount, std::function<void(PolyRenderThread *)> workerCallback, std::function<void(PolyRenderThread *)> collectCallback)
{
WorkerCallback = workerCallback;
int numThreads = std::thread::hardware_concurrency();
if (numThreads == 0)
numThreads = 4;
if (r_scene_multithreaded == 0 || r_multithreaded == 0)
numThreads = 1;
else if (r_scene_multithreaded != 1)
numThreads = r_scene_multithreaded;
if (numThreads != (int)Threads.size())
{
StopThreads();
StartThreads(numThreads);
}
// Setup threads:
std::unique_lock<std::mutex> start_lock(start_mutex);
for (int i = 0; i < numThreads; i++)
{
Threads[i]->Start = totalcount * i / numThreads;
Threads[i]->End = totalcount * (i + 1) / numThreads;
}
run_id++;
start_lock.unlock();
// Notify threads to run
if (Threads.size() > 1)
{
start_condition.notify_all();
}
// Do the main thread ourselves:
RenderThreadSlice(MainThread());
// Wait for everyone to finish:
if (Threads.size() > 1)
{
using namespace std::chrono_literals;
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
if (!end_condition.wait_for(end_lock, 5s, [&]() { return finished_threads == Threads.size(); }))
{
#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;
}
finished_threads = 0;
}
for (int i = 0; i < numThreads; i++)
{
Threads[i]->FlushDrawQueue();
}
WorkerCallback = {};
for (int i = 1; i < numThreads; i++)
{
collectCallback(Threads[i].get());
}
}
void PolyRenderThreads::RenderThreadSlice(PolyRenderThread *thread)
{
WorkerCallback(thread);
}
void PolyRenderThreads::StartThreads(size_t numThreads)
{
while (Threads.size() < (size_t)numThreads)
{
std::unique_ptr<PolyRenderThread> thread(new PolyRenderThread((int)Threads.size()));
auto renderthread = thread.get();
int start_run_id = run_id;
thread->thread = std::thread([=]()
{
int last_run_id = start_run_id;
while (true)
{
// Wait until we are signalled to run:
std::unique_lock<std::mutex> start_lock(start_mutex);
start_condition.wait(start_lock, [&]() { return run_id != last_run_id || shutdown_flag; });
if (shutdown_flag)
break;
last_run_id = run_id;
start_lock.unlock();
RenderThreadSlice(renderthread);
// Notify main thread that we finished:
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
end_lock.unlock();
end_condition.notify_all();
}
});
Threads.push_back(std::move(thread));
}
}
void PolyRenderThreads::StopThreads()
{
std::unique_lock<std::mutex> lock(start_mutex);
shutdown_flag = true;
lock.unlock();
start_condition.notify_all();
while (Threads.size() > 1)
{
Threads.back()->thread.join();
Threads.pop_back();
}
lock.lock();
shutdown_flag = false;
}