Then chaining still kinda broken

This commit is contained in:
Dynamitos
2021-12-22 14:32:40 +01:00
parent 8ccaa26223
commit 79ced0a30f
14 changed files with 131 additions and 53 deletions
+1 -2
View File
@@ -229,7 +229,7 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
AssetRegistry::importFile(texPngPath.string());
}
}
Job MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset)
void MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset)
{
std::cout << "Starting to import "<<path << std::endl;
meshAsset->setStatus(Asset::Status::Loading);
@@ -264,5 +264,4 @@ Job MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset)
meshAsset->setStatus(Asset::Status::Ready);
meshAsset->save();
std::cout << "Finished loading " << path << std::endl;
co_return;
}
+1 -1
View File
@@ -26,7 +26,7 @@ private:
void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials, Gfx::PGraphics graphics);
void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels);
Job import(std::filesystem::path path, PMeshAsset meshAsset);
void import(std::filesystem::path path, PMeshAsset meshAsset);
List<std::future<void>> futures;
Gfx::PGraphics graphics;
};
@@ -63,6 +63,7 @@ Job BasePassMeshProcessor::processMeshBatch(
collection->fragmentShader,
false);
}
std::unique_lock lock(commandLock);
renderCommands.add(renderCommand);
co_return;
}
@@ -160,6 +161,7 @@ MainJob BasePass::render()
co_await Job::all(jobs);
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
co_return;
}
MainJob BasePass::endFrame()
@@ -27,6 +27,7 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
std::cout << "Depth job started" << std::endl;
PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
@@ -60,7 +61,9 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
collection->fragmentShader,
true);
}
std::unique_lock lock(commandLock);
renderCommands.add(renderCommand);
std::cout << "Finished depth job" << std::endl;
co_return;
}
@@ -127,8 +130,10 @@ MainJob DepthPrepass::render()
jobs.add(processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets));
}
co_await Job::all(jobs);
std::cout << "Finished waiting depth jobs " << std::endl;
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
co_return;
}
MainJob DepthPrepass::endFrame()
@@ -20,9 +20,7 @@ public:
int32 staticMeshId = -1) override;
private:
//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
Gfx::PViewport target;
//uint32 cachedPrimitiveIndex;
};
DEFINE_REF(DepthPrepassMeshProcessor)
DECLARE_REF(CameraActor)
@@ -38,6 +38,7 @@ protected:
Gfx::PGeometryShader geometryShader,
Gfx::PFragmentShader fragmentShader,
bool positionOnly);
std::mutex commandLock;
Array<Gfx::PRenderCommand> renderCommands;
};
} // namespace Seele
@@ -233,7 +233,7 @@ PSubAllocation Allocator::allocate(const VkMemoryRequirements2 &memRequirements2
PAllocation newAllocation = new Allocation(graphics, this, requirements.size, memoryTypeIndex, properties, dedicatedInfo);
heaps[heapIndex].allocations.add(newAllocation);
return newAllocation->getSuballocation(requirements.size, requirements.alignment);
}
}
}
for (auto alloc : heaps[heapIndex].allocations)
{
@@ -74,6 +74,7 @@ void CmdBuffer::beginRenderPass(PRenderPass newRenderPass, PFramebuffer newFrame
beginInfo.framebuffer = framebuffer->getHandle();
vkCmdBeginRenderPass(handle, &beginInfo, renderPass->getSubpassContents());
state = State::RenderPassActive;
std::cout << "Beginning renderPass" << std::endl;
}
void CmdBuffer::endRenderPass()
@@ -81,6 +82,7 @@ void CmdBuffer::endRenderPass()
std::unique_lock lock(handleLock);
vkCmdEndRenderPass(handle);
state = State::InsideBegin;
std::cout << "Ending renderPass" << std::endl;
}
void CmdBuffer::executeCommands(const Array<Gfx::PRenderCommand>& commands)
@@ -88,7 +90,6 @@ void CmdBuffer::executeCommands(const Array<Gfx::PRenderCommand>& commands)
assert(state == State::RenderPassActive);
if(commands.size() == 0)
{
std::cout << "No commands!" << std::endl;
return;
}
std::unique_lock lock(handleLock);
+11 -4
View File
@@ -54,35 +54,42 @@ ThreadPool::~ThreadPool()
void ThreadPool::enqueueWaiting(Event &event, Promise* job)
{
assert(!job->done());
assert(job->schedulable);
if(event == nullptr)
{
std::unique_lock lock(jobQueueLock);
//std::cout << "Queueing job " << job->finishedEvent.name << std::endl;
jobQueue.add(job);
jobQueueCV.notify_one();
}
else
{
std::unique_lock lock(waitingLock);
//std::cout << "Job " << job->finishedEvent.name << " waiting on event " << event.name << std::endl;
waitingJobs[event].add(job);
}
}
void ThreadPool::enqueueWaiting(Event &event, MainPromise* job)
{
assert(!job->done());
assert(job->schedulable);
if(event == nullptr)
{
std::unique_lock lock(mainJobLock);
//std::cout << "Queueing job " << job->finishedEvent.name << std::endl;
mainJobs.add(job);
mainJobCV.notify_one();
}
else
{
std::unique_lock lock(waitingMainLock);
//std::cout << job->finishedEvent.name << " waiting on event " << event.name << std::endl;
waitingMainJobs[event].add(job);
}
}
void ThreadPool::notify(Event &event)
{
//std::cout << "Event " << event.name << " raised" << std::endl;
{
std::unique_lock lock(jobQueueLock);
std::unique_lock lock2(waitingLock);
@@ -90,11 +97,11 @@ void ThreadPool::notify(Event &event)
for (auto &job : jobs)
{
//assert(job.id != -1ull);
//std::cout << "Waking up job " << job.id << std::endl;
//std::cout << "Waking up " << job->finishedEvent.name << std::endl;
jobQueue.add(job);
jobQueueCV.notify_one();
}
jobs.clear();
waitingJobs.erase(event);
}
{
std::unique_lock lock(mainJobLock);
@@ -103,11 +110,11 @@ void ThreadPool::notify(Event &event)
for (auto &job : jobs)
{
//assert(job.id != -1ull);
//std::cout << "Waking up main job " << job.id << std::endl;
//std::cout << "Waking up main " << job->finishedEvent.name << std::endl;
mainJobs.add(job);
mainJobCV.notify_one();
}
jobs.clear();
waitingMainJobs.erase(event);
}
}
void ThreadPool::threadLoop(const bool mainThread)
+14 -19
View File
@@ -74,6 +74,7 @@ struct JobPromiseBase
if(handle && !handle.done())
{
handle.resume();
schedulable = true;
}
}
void setContinuation(JobPromiseBase* cont)
@@ -99,16 +100,22 @@ struct JobPromiseBase
}
void enqueue(Event& event)
{
if(!handle || handle.done() || !schedulable)
{
return;
}
getGlobalThreadPool().enqueueWaiting(event, this);
schedulable = false;
}
void schedule()
{
std::unique_lock lock(promiseLock);
if(!handle || handle.done())
if(!handle || handle.done() || !schedulable)
{
return;
}
getGlobalThreadPool().enqueueWaiting(precondition, this);
schedulable = false;
}
std::mutex promiseLock;
@@ -117,6 +124,7 @@ struct JobPromiseBase
uint64 id;
Event finishedEvent;
Event precondition = nullptr;
bool schedulable = true;
};
template<bool MainJob = false>
@@ -145,14 +153,14 @@ public:
promise->resume();
}
template<std::invocable Callable>
inline JobBase then(Callable callable)
inline JobBase&& then(Callable callable)
{
return then(callable());
}
JobBase then(JobBase&& continuation)
JobBase&& then(JobBase&& continuation)
{
promise->setContinuation(continuation.promise);
return continuation;
return std::move(continuation);
}
bool done()
{
@@ -168,7 +176,6 @@ public:
}
Event operator co_await()
{
promise->resume();
return promise->finishedEvent;
}
static JobBase all() = delete;
@@ -230,10 +237,10 @@ private:
std::mutex jobQueueLock;
std::condition_variable jobQueueCV;
Map<Event, List<MainPromise*>> waitingMainJobs;
std::map<Event, List<MainPromise*>> waitingMainJobs;
std::mutex waitingMainLock;
Map<Event, List<Promise*>> waitingJobs;
std::map<Event, List<Promise*>> waitingJobs;
std::mutex waitingLock;
};
@@ -246,18 +253,6 @@ inline JobBase<MainJob> JobPromiseBase<MainJob>::get_return_object() noexcept
template<bool MainJob>
inline auto JobPromiseBase<MainJob>::initial_suspend() noexcept
{
/*struct JobAwaitable
{
constexpr bool await_ready() { return false; }
constexpr void await_suspend(std::coroutine_handle<JobPromiseBase<MainJob>> h)
{
getGlobalThreadPool().addJob(std::move(JobBase<MainJob>(h, id, event)));
}
constexpr void await_resume() {}
uint64 id;
Event& event;
};
return JobAwaitable{id, finishedEvent};*/
return std::suspend_always{};
}
template<bool MainJob>
+5 -8
View File
@@ -40,14 +40,11 @@ void InspectorView::prepareRender()
MainJob InspectorView::render()
{
return uiPass.beginFrame()
.then(uiPass.render())
.then(uiPass.endFrame())
.then([=]() -> MainJob
{
renderFinishedEvent.raise();
co_return;
});
co_await uiPass.beginFrame();
co_await uiPass.render();
co_await uiPass.endFrame();
renderFinishedEvent.raise();
co_return;
}
void InspectorView::keyCallback(KeyCode, InputAction, KeyModifier)
+11 -14
View File
@@ -84,20 +84,17 @@ void SceneView::prepareRender()
MainJob SceneView::render()
{
return depthPrepass.beginFrame()
.then(lightCullingPass.beginFrame())
.then(basePass.beginFrame())
.then(depthPrepass.render())
.then(lightCullingPass.render())
.then(basePass.render())
.then(depthPrepass.endFrame())
.then(lightCullingPass.endFrame())
.then(basePass.endFrame())
.then([&](Event& event) -> MainJob
{
event.raise();
co_return;
}(renderFinishedEvent));
co_await depthPrepass.beginFrame();
co_await lightCullingPass.beginFrame();
co_await basePass.beginFrame();
co_await depthPrepass.render();
co_await lightCullingPass.render();
co_await basePass.render();
co_await depthPrepass.endFrame();
co_await lightCullingPass.endFrame();
co_await basePass.endFrame();
renderFinishedEvent.raise();
co_return;
}
void SceneView::keyCallback(KeyCode code, InputAction action, KeyModifier)
+3 -1
View File
@@ -1,8 +1,10 @@
target_sources(Seele_unit_tests
PRIVATE
../../src/Engine/MinimalEngine.cpp
../../src/Engine/ThreadPool.cpp
EngineTest.h
EngineTest.cpp)
EngineTest.cpp
ThreadPool.cpp)
target_include_directories(Seele_unit_tests PUBLIC ./)
add_subdirectory(Containers/)
add_subdirectory(Graphics/)
+74
View File
@@ -0,0 +1,74 @@
#include "EngineTest.h"
#include "ThreadPool.h"
#include <boost/test/unit_test.hpp>
BOOST_AUTO_TEST_SUITE(ThreadPool)
uint64 basicJobState = 0;
Job basicThenFirst()
{
basicJobState = 10;
co_return;
}
Job basicThenSecond()
{
BOOST_REQUIRE_EQUAL(basicJobState, 10);
basicJobState = 20;
co_return;
}
Job basicThenThird()
{
BOOST_REQUIRE_EQUAL(basicJobState, 20);
co_return;
}
BOOST_AUTO_TEST_CASE(basic_then)
{
basicThenFirst()
.then(basicThenSecond())
.then(basicThenThird());
}
uint64 basicAllState1 = 0;
uint64 basicAllState2 = 0;
Job basicAllFirst()
{
basicAllState1 = 10;
co_return;
}
Job basicAllSecond()
{
basicAllState2 = 10;
co_return;
}
Job basicAllThen()
{
BOOST_REQUIRE_EQUAL(basicAllState1, 10);
BOOST_REQUIRE_EQUAL(basicAllState2, 10);
co_return;
}
BOOST_AUTO_TEST_CASE(basic_all)
{
Job::all(basicAllFirst(), basicAllSecond()).then(basicAllThen());
}
uint64 basicCallable = 0;
Job basicCallableFunc()
{
basicCallable = 10;
co_return;
}
BOOST_AUTO_TEST_CASE(basic_callable)
{
basicCallableFunc()
.then([=]() -> Job{
BOOST_REQUIRE_EQUAL(basicCallable, 10);
co_return;
});
}
BOOST_AUTO_TEST_SUITE_END()