somewhat fixed threadpool

This commit is contained in:
2021-11-13 19:28:18 +01:00
parent 01049019fd
commit ad09492e3e
20 changed files with 71 additions and 90 deletions
+1
View File
@@ -66,6 +66,7 @@ else()
${ASSIMP_ROOT}/code
DOC "Assimp library file")
endif()
# Handle REQUIRD argument, define *_FOUND variable
+1 -3
View File
@@ -7,9 +7,6 @@ list(APPEND DEPENDENCIES assimp)
set(ASSIMP_BUILD_TESTS OFF CACHE INTERNAL "")
set(ASSIMP_BUILD_SAMPLES OFF CACHE INTERNAL "")
set(ASSIMP_BUILD_OVERALLS OFF CACHE INTERNAL "")
set(ASSIMP_BUILD_ASSIMP_TOOLS OFF CACHE INTERNAL "")
set(ASSIMP_INSTALL OFF CACHE INTERNAL "")
set(ASSIMP_BUILD_ZLIB OFF CACHE INTERNAL "")
set(BUILD_SHARED_LIBS ON CACHE INTERNAL "")
add_subdirectory(${ASSIMP_ROOT} ${ASSIMP_ROOT})
@@ -18,6 +15,7 @@ if(WIN32)
target_compile_options(assimp PRIVATE /WX-)
else()
target_compile_options(assimp PRIVATE -Wno-error -fPIC)
target_compile_options(IrrXML PRIVATE -fPIC)
endif()
#-------------BOOST----------------
list(APPEND DEPENDENCIES boost)
+1 -1
View File
@@ -72,6 +72,6 @@ float4 fragmentMain(
PointLight pointLight = pointLights[lightIndex];
result += pointLight.illuminate(materialParams, brdf, viewDir);
}
return float4(result, 1);
return float4(result, 0.1f);
}
+6 -2
View File
@@ -165,6 +165,7 @@ public:
{
add(it);
}
markIteratorDirty();
}
return *this;
}
@@ -182,6 +183,7 @@ public:
endIt = other.endIt;
_size = other._size;
other._size = 0;
markIteratorDirty();
}
return *this;
}
@@ -206,6 +208,7 @@ public:
deallocateNode(tmp->prev);
}
deallocateNode(tail);
markIteratorDirty();
tail = nullptr;
root = nullptr;
}
@@ -347,6 +350,7 @@ public:
newNode->prev = tmp;
newNode->next = pos.node;
pos.node->prev = newNode;
markIteratorDirty();
return Iterator(newNode);
}
iterator find(const T &value)
@@ -360,11 +364,11 @@ public:
}
return endIt;
}
bool empty()
bool empty() const
{
return _size == 0;
}
size_type size()
size_type size() const
{
return _size;
}
+11 -16
View File
@@ -12,7 +12,7 @@ BasePassMeshProcessor::BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGrap
: MeshProcessor(graphics)
, target(viewport)
, translucentBasePass(translucentBasePass)
, cachedPrimitiveIndex(0)
//, cachedPrimitiveIndex(0)
{
}
@@ -29,28 +29,26 @@ void BasePassMeshProcessor::addMeshBatch(
Array<Gfx::PDescriptorSet>& descriptorSets,
int32 /*staticMeshId*/)
{
const PMaterialAsset material = batch.material;
PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
assert(collection != nullptr);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[BasePass::INDEX_MATERIAL] = materialSet;
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
descriptorSet->writeChanges();
cachedPrimitiveSets.add(descriptorSet);
}
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
descriptorSets[BasePass::INDEX_MATERIAL] = material->getDescriptor();
descriptorSets[BasePass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++];
descriptorSets[BasePass::INDEX_SCENE_DATA] = descriptorSet;
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
@@ -75,8 +73,6 @@ Array<Gfx::PRenderCommand> BasePassMeshProcessor::getRenderCommands()
void BasePassMeshProcessor::clearCommands()
{
renderCommands.clear();
cachedPrimitiveSets.clear();
cachedPrimitiveIndex = 0;
}
BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -148,8 +144,7 @@ void BasePass::beginFrame()
void BasePass::render()
{
oLightIndexList->pipelineBarrier(
oLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
oLightGrid->pipelineBarrier(
+2 -2
View File
@@ -23,10 +23,10 @@ public:
void clearCommands();
private:
Array<Gfx::PRenderCommand> renderCommands;
Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
Gfx::PViewport target;
uint8 translucentBasePass;
uint32 cachedPrimitiveIndex;
//uint32 cachedPrimitiveIndex;
};
DEFINE_REF(BasePassMeshProcessor)
DECLARE_REF(CameraActor)
+13 -15
View File
@@ -11,7 +11,6 @@ using namespace Seele;
DepthPrepassMeshProcessor::DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics)
: MeshProcessor(graphics)
, target(viewport)
, cachedPrimitiveIndex(0)
{
}
@@ -28,28 +27,26 @@ void DepthPrepassMeshProcessor::addMeshBatch(
Array<Gfx::PDescriptorSet>& descriptorSets,
int32 /*staticMeshId*/)
{
const PMaterialAsset material = batch.material;
PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
assert(collection != nullptr);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[DepthPrepass::INDEX_MATERIAL] = materialSet;
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
{
Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
descriptorSet->writeChanges();
cachedPrimitiveSets.add(descriptorSet);
}
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
descriptorSets[DepthPrepass::INDEX_MATERIAL] = material->getDescriptor();
descriptorSets[DepthPrepass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++];
descriptorSets[DepthPrepass::INDEX_SCENE_DATA] = descriptorSet;
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
@@ -74,8 +71,8 @@ Array<Gfx::PRenderCommand> DepthPrepassMeshProcessor::getRenderCommands()
void DepthPrepassMeshProcessor::clearCommands()
{
renderCommands.clear();
cachedPrimitiveSets.clear();
cachedPrimitiveIndex = 0;
//cachedPrimitiveSets.clear();
//cachedPrimitiveIndex = 0;
}
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -129,6 +126,7 @@ void DepthPrepass::beginFrame()
void DepthPrepass::render()
{
depthAttachment->getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
@@ -23,9 +23,9 @@ public:
void clearCommands();
private:
Array<Gfx::PRenderCommand> renderCommands;
Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
Gfx::PViewport target;
uint32 cachedPrimitiveIndex;
//uint32 cachedPrimitiveIndex;
};
DEFINE_REF(DepthPrepassMeshProcessor)
DECLARE_REF(CameraActor)
@@ -87,6 +87,7 @@ void CmdBuffer::executeCommands(const Array<Gfx::PRenderCommand>& commands)
executingRenders.add(command);
for(auto descriptor : command->boundDescriptors)
{
descriptor->free();
boundDescriptors.add(descriptor);
}
cmdBuffers[i] = command->getHandle();
@@ -104,6 +105,7 @@ void CmdBuffer::executeCommands(const Array<Gfx::PComputeCommand>& commands)
executingComputes.add(command);
for(auto descriptor : command->boundDescriptors)
{
descriptor->free();
boundDescriptors.add(descriptor);
}
cmdBuffers[i] = command->getHandle();
@@ -117,12 +117,12 @@ DescriptorSet::~DescriptorSet()
void DescriptorSet::updateBuffer(uint32_t binding, Gfx::PUniformBuffer uniformBuffer)
{
PUniformBuffer vulkanBuffer = uniformBuffer.cast<UniformBuffer>();
//UniformBuffer* cachedBuffer = reinterpret_cast<UniformBuffer*>(cachedData[binding]);
/*if(vulkanBuffer->isDataEquals(cachedBuffer))
UniformBuffer* cachedBuffer = reinterpret_cast<UniformBuffer*>(cachedData[binding]);
if(vulkanBuffer->isDataEquals(cachedBuffer))
{
std::cout << "uniform data equal, skip" << std::endl;
return;
}*/
}
bufferInfos.add(init::DescriptorBufferInfo(vulkanBuffer->getHandle(), 0, vulkanBuffer->getSize()));
VkWriteDescriptorSet writeDescriptor = init::WriteDescriptorSet(setHandle, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, binding, &bufferInfos.back());
+4 -3
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@@ -152,10 +152,9 @@ void MaterialAsset::endFrame()
{
}
void MaterialAsset::updateDescriptorData()
Gfx::PDescriptorSet MaterialAsset::createDescriptorSet()
{
layout->reset();
descriptorSet = layout->allocateDescriptorSet();
Gfx::PDescriptorSet descriptorSet = layout->allocateDescriptorSet();
BulkResourceData uniformUpdate;
uniformUpdate.size = uniformDataSize;
uniformUpdate.data = uniformData;
@@ -169,8 +168,10 @@ void MaterialAsset::updateDescriptorData()
descriptorSet->updateBuffer(uniformBinding, uniformBuffer);
}
descriptorSet->writeChanges();
return descriptorSet;
}
const Gfx::ShaderCollection* MaterialAsset::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
{
Gfx::ShaderPermutation permutation;
+1 -5
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@@ -20,10 +20,7 @@ public:
Gfx::SeBlendOp getBlendMode() const {return Gfx::SE_BLEND_OP_END_RANGE;}
Gfx::MaterialShadingModel getShadingModel() const {return Gfx::MaterialShadingModel::DefaultLit;}
// This needs to be called while the descriptorset is unused
void updateDescriptorData();
void resetDescriptorSet();
const Gfx::PDescriptorSet getDescriptor() const { return descriptorSet; };
Gfx::PDescriptorSet createDescriptorSet();
Gfx::PDescriptorLayout getDescriptorLayout() const { return layout; }
// The name of the generated material shader, opposed to the name of the .asset file
@@ -37,7 +34,6 @@ private:
//For now its simply the collection of parameters, since there is no point for expressions
Array<PShaderParameter> parameters;
Gfx::PDescriptorSet descriptorSet;
Gfx::PDescriptorLayout layout;
Gfx::PUniformBuffer uniformBuffer;
uint32 uniformDataSize;
-4
View File
@@ -35,10 +35,6 @@ Scene::~Scene()
void Scene::tick(double deltaTime)
{
for(auto &&meshBatch : staticMeshes)
{
meshBatch.material->updateDescriptorData();
}
}
void Scene::addActor(PActor actor)
+6 -10
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@@ -53,7 +53,7 @@ void ThreadPool::addJob(Job&& job)
void ThreadPool::addJob(MainJob&& job)
{
std::unique_lock lock(mainJobLock);
//std::cout << "Adding main job " << job << std::endl;
//std::cout << "Adding main job " << std::addressof(job.handle) << std::endl;
mainJobs.add(std::move(job));
mainJobCV.notify_one();
}
@@ -65,7 +65,7 @@ void ThreadPool::enqueueWaiting(Event* event, Job&& job)
}
void ThreadPool::enqueueWaiting(Event* event, MainJob&& job)
{
//std::cout << job << " main waiting for event " << event->name << std::endl;
//std::cout << std::addressof(job.handle) << " main waiting for event " << event->name << std::endl;
std::unique_lock lock(waitingMainLock);
waitingMainJobs[*event].add(std::move(job));
}
@@ -74,23 +74,19 @@ void ThreadPool::notify(Event* event)
{
std::unique_lock lock(jobQueueLock);
std::unique_lock lock2(waitingLock);
for(Job& job : waitingJobs[*event])
while(!waitingJobs.empty())
{
//std::cout << "Waking up job " << job << std::endl;
jobQueue.add(std::move(job));
jobQueue.add(std::move(waitingJobs[*event].retrieve()));
jobQueueCV.notify_one();
}
waitingJobs[*event].clear();
}
{
std::unique_lock lock(mainJobLock);
std::unique_lock lock2(waitingMainLock);
auto&& jobsToQueue = std::move(waitingMainJobs[*event]);
waitingMainJobs.erase(*event);
for(MainJob& job : jobsToQueue)
while(!waitingMainJobs[*event].empty())
{
//std::cout << "Waking up main job " << job << std::endl;
mainJobs.add(std::move(job));
mainJobs.add(std::move(waitingMainJobs[*event].retrieve()));
mainJobCV.notify_one();
}
}
+10 -16
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@@ -35,7 +35,14 @@ public:
explicit JobBase(std::coroutine_handle<promise_type> handle)
: handle(handle)
{
std::cout << "Creating job " << handle.address() << std::endl;
/*if constexpr(MainJob)
{
std::cout << "Creating mainjob " << handle.address() << std::endl;
}
else
{
std::cout << "Creating job " << handle.address() << std::endl;
}*/
}
JobBase(const JobBase & rhs) = delete;
JobBase(JobBase&& rhs)
@@ -47,7 +54,6 @@ public:
{
if(handle)
{
std::cout << "Destroying job " << handle.address() << std::endl;
handle.destroy();
}
}
@@ -61,24 +67,12 @@ public:
}
return *this;
}
friend std::basic_ostream<char>& operator<<(std::basic_ostream<char>& stream, const JobBase& obj)
{
if (obj.handle == nullptr)
{
stream << nullptr;
}
else
{
stream << obj.handle.address();
}
return stream;
}
void resume()
{
handle.resume();
}
private:
std::coroutine_handle<promise_type> handle;
private:
};
using MainJob = JobBase<true>;
@@ -91,7 +85,7 @@ public:
Event(const std::string& name);
auto operator<=>(const Event& other) const
{
return name <=> other.name;
return flag <=> other.flag;
}
Event operator co_await()
{
+1 -1
View File
@@ -4,7 +4,7 @@
using namespace Seele;
InspectorView::InspectorView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo)
: View(graphics, window, createInfo)
: View(graphics, window, createInfo, "InspectorView")
, uiPass(UIPass(graphics, viewport, new Gfx::SwapchainAttachment(window->getGfxHandle())))
{
}
+1 -1
View File
@@ -8,7 +8,7 @@
using namespace Seele;
Seele::SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const ViewportCreateInfo &createInfo)
: View(graphics, owner, createInfo)
: View(graphics, owner, createInfo, "SceneView")
, activeCamera(new CameraActor())
, depthPrepass(DepthPrepass(graphics, viewport, activeCamera))
, lightCullingPass(LightCullingPass(graphics, viewport, activeCamera))
+2 -2
View File
@@ -4,8 +4,8 @@
using namespace Seele;
View::View(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &viewportInfo)
: graphics(graphics), owner(window)
View::View(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &viewportInfo, std::string name)
: graphics(graphics), owner(window), name(name)
{
viewport = graphics->createViewport(owner->getGfxHandle(), viewportInfo);
}
+2 -1
View File
@@ -8,7 +8,7 @@ DECLARE_REF(Window)
class View
{
public:
View(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo);
View(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo, std::string name);
virtual ~View();
// These are called from the view thread, and handle updating game data
@@ -28,6 +28,7 @@ protected:
Gfx::PGraphics graphics;
Gfx::PViewport viewport;
PWindow owner;
std::string name;
virtual void keyCallback(KeyCode code, InputAction action, KeyModifier modifier) = 0;
virtual void mouseMoveCallback(double xPos, double yPos) = 0;
+2 -3
View File
@@ -18,7 +18,7 @@ void Window::addView(PView view)
{
WindowView* windowView = new WindowView();
windowView->view = view;
windowView->updateFinished = Event("test");
windowView->updateFinished = Event(view->name);
//windowView->worker = std::thread(&Window::viewWorker, this, windowView);
views.add(windowView);
viewWorker(views.size() - 1);
@@ -30,7 +30,6 @@ MainJob Window::render()
for(auto& windowView : views)
{
co_await windowView->updateFinished;
std::cout << "view update finished" << std::endl;
{
std::unique_lock lock(windowView->workerMutex);
windowView->view->prepareRender();
@@ -73,7 +72,7 @@ Job Window::viewWorker(size_t viewIndex)
std::unique_lock lock(windowView->workerMutex);
windowView->view->commitUpdate();
}
std::cout << "Update completed" << std::endl;
//std::cout << "Update completed" << std::endl;
windowView->updateFinished.raise();
// enqueue next frame update
viewWorker(viewIndex);