render thread split
This commit is contained in:
@@ -9,100 +9,11 @@
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#include "readback/Bgra8ReadbackPipeline.h"
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#include "GLExtensions.h"
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#include "runtime/RuntimeRenderScene.h"
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#include "runtime/RuntimeShaderRenderer.h"
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#include "SimpleMotionRenderer.h"
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#include <algorithm>
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#include <memory>
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#include <thread>
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RenderThread::RenderThread(SystemFrameExchange& frameExchange, Config config) :
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mFrameExchange(frameExchange),
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mConfig(config)
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{
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}
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RenderThread::RenderThread(SystemFrameExchange& frameExchange, InputFrameMailbox* inputMailbox, Config config) :
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mFrameExchange(frameExchange),
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mInputMailbox(inputMailbox),
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mConfig(config)
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{
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}
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RenderThread::~RenderThread()
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{
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Stop();
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}
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bool RenderThread::Start(std::string& error)
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{
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if (mThread.joinable())
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return true;
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{
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std::lock_guard<std::mutex> lock(mStartupMutex);
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mStarted = false;
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mStartupError.clear();
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}
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mStopping.store(false, std::memory_order_release);
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mThread = std::thread([this]() { ThreadMain(); });
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std::unique_lock<std::mutex> lock(mStartupMutex);
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if (!mStartupCondition.wait_for(lock, std::chrono::seconds(3), [this]() {
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return mStarted || !mStartupError.empty();
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}))
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{
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error = "Timed out starting render thread.";
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return false;
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}
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if (!mStartupError.empty())
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{
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error = mStartupError;
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lock.unlock();
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if (mThread.joinable())
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mThread.join();
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return false;
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}
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return true;
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}
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void RenderThread::Stop()
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{
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mStopping.store(true, std::memory_order_release);
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if (mThread.joinable())
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mThread.join();
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}
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RenderThread::Metrics RenderThread::GetMetrics() const
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{
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Metrics metrics;
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metrics.renderedFrames = mRenderedFrames.load(std::memory_order_relaxed);
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metrics.completedReadbacks = mCompletedReadbacks.load(std::memory_order_relaxed);
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metrics.acquireMisses = mAcquireMisses.load(std::memory_order_relaxed);
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metrics.pboQueueMisses = mPboQueueMisses.load(std::memory_order_relaxed);
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metrics.clockOverruns = mClockOverruns.load(std::memory_order_relaxed);
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metrics.skippedFrames = mSkippedFrames.load(std::memory_order_relaxed);
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metrics.shaderBuildsCommitted = mShaderBuildsCommitted.load(std::memory_order_relaxed);
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metrics.shaderBuildFailures = mShaderBuildFailures.load(std::memory_order_relaxed);
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metrics.renderFrameMilliseconds = mRenderFrameMilliseconds.load(std::memory_order_relaxed);
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metrics.renderFrameBudgetUsedPercent = mRenderFrameBudgetUsedPercent.load(std::memory_order_relaxed);
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metrics.renderFrameMaxMilliseconds = mRenderFrameMaxMilliseconds.load(std::memory_order_relaxed);
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metrics.readbackQueueMilliseconds = mReadbackQueueMilliseconds.load(std::memory_order_relaxed);
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metrics.completedReadbackCopyMilliseconds = mCompletedReadbackCopyMilliseconds.load(std::memory_order_relaxed);
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metrics.inputFramesReceived = mInputFramesReceived.load(std::memory_order_relaxed);
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metrics.inputFramesDropped = mInputFramesDropped.load(std::memory_order_relaxed);
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metrics.inputConsumeMisses = mInputConsumeMisses.load(std::memory_order_relaxed);
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metrics.inputUploadMisses = mInputUploadMisses.load(std::memory_order_relaxed);
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metrics.inputReadyFrames = mInputReadyFrames.load(std::memory_order_relaxed);
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metrics.inputReadingFrames = mInputReadingFrames.load(std::memory_order_relaxed);
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metrics.inputLatestAgeMilliseconds = mInputLatestAgeMilliseconds.load(std::memory_order_relaxed);
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metrics.inputUploadMilliseconds = mInputUploadMilliseconds.load(std::memory_order_relaxed);
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metrics.inputFormatSupported = mInputFormatSupported.load(std::memory_order_relaxed);
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metrics.inputSignalPresent = mInputSignalPresent.load(std::memory_order_relaxed);
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return metrics;
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}
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void RenderThread::ThreadMain()
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{
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RenderCadenceCompositor::TryLog(RenderCadenceCompositor::LogLevel::Log, "render-thread", "Render thread starting.");
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@@ -214,180 +125,3 @@ void RenderThread::ThreadMain()
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mRunning.store(false, std::memory_order_release);
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RenderCadenceCompositor::TryLog(RenderCadenceCompositor::LogLevel::Log, "render-thread", "Render thread stopped.");
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}
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void RenderThread::SignalStarted()
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{
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std::lock_guard<std::mutex> lock(mStartupMutex);
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mStarted = true;
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mStartupCondition.notify_all();
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}
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void RenderThread::SignalStartupFailure(const std::string& error)
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{
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RenderCadenceCompositor::TryLog(RenderCadenceCompositor::LogLevel::Error, "render-thread", error);
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std::lock_guard<std::mutex> lock(mStartupMutex);
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mStartupError = error;
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mStartupCondition.notify_all();
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}
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void RenderThread::CountRendered()
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{
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mRenderedFrames.fetch_add(1, std::memory_order_relaxed);
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}
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void RenderThread::CountCompleted()
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{
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mCompletedReadbacks.fetch_add(1, std::memory_order_relaxed);
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}
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void RenderThread::CountAcquireMiss()
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{
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mAcquireMisses.fetch_add(1, std::memory_order_relaxed);
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}
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void RenderThread::PublishReadbackMetrics(const Bgra8ReadbackPipeline& readback)
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{
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const double renderMilliseconds = readback.LastRenderFrameMilliseconds();
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mRenderFrameMilliseconds.store(renderMilliseconds, std::memory_order_relaxed);
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if (mConfig.frameDurationMilliseconds > 0.0)
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{
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mRenderFrameBudgetUsedPercent.store(
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(renderMilliseconds / mConfig.frameDurationMilliseconds) * 100.0,
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std::memory_order_relaxed);
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}
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else
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{
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mRenderFrameBudgetUsedPercent.store(0.0, std::memory_order_relaxed);
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}
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const double previousMax = mRenderFrameMaxMilliseconds.load(std::memory_order_relaxed);
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if (renderMilliseconds > previousMax)
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mRenderFrameMaxMilliseconds.store(renderMilliseconds, std::memory_order_relaxed);
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mReadbackQueueMilliseconds.store(readback.LastReadbackQueueMilliseconds(), std::memory_order_relaxed);
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mCompletedReadbackCopyMilliseconds.store(readback.LastCompletedReadbackCopyMilliseconds(), std::memory_order_relaxed);
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}
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void RenderThread::PublishInputMetrics(const InputFrameTexture& inputTexture)
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{
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if (mInputMailbox != nullptr)
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{
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const InputFrameMailboxMetrics mailboxMetrics = mInputMailbox->Metrics();
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mInputFramesReceived.store(mailboxMetrics.submittedFrames, std::memory_order_relaxed);
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mInputFramesDropped.store(mailboxMetrics.droppedReadyFrames + mailboxMetrics.submitMisses, std::memory_order_relaxed);
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mInputConsumeMisses.store(mailboxMetrics.consumeMisses, std::memory_order_relaxed);
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mInputReadyFrames.store(mailboxMetrics.readyCount, std::memory_order_relaxed);
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mInputReadingFrames.store(mailboxMetrics.readingCount, std::memory_order_relaxed);
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mInputLatestAgeMilliseconds.store(mailboxMetrics.latestFrameAgeMilliseconds, std::memory_order_relaxed);
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mInputSignalPresent.store(mailboxMetrics.hasSubmittedFrame, std::memory_order_relaxed);
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}
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else
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{
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mInputFramesReceived.store(0, std::memory_order_relaxed);
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mInputFramesDropped.store(0, std::memory_order_relaxed);
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mInputConsumeMisses.store(0, std::memory_order_relaxed);
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mInputReadyFrames.store(0, std::memory_order_relaxed);
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mInputReadingFrames.store(0, std::memory_order_relaxed);
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mInputLatestAgeMilliseconds.store(0.0, std::memory_order_relaxed);
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mInputSignalPresent.store(false, std::memory_order_relaxed);
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}
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mInputUploadMisses.store(inputTexture.UploadMisses(), std::memory_order_relaxed);
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mInputUploadMilliseconds.store(inputTexture.LastUploadMilliseconds(), std::memory_order_relaxed);
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mInputFormatSupported.store(inputTexture.LastFrameFormatSupported(), std::memory_order_relaxed);
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}
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void RenderThread::SubmitRuntimeShaderArtifact(const RuntimeShaderArtifact& artifact)
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{
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if (artifact.fragmentShaderSource.empty())
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return;
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std::lock_guard<std::mutex> lock(mShaderArtifactMutex);
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mPendingShaderArtifact = artifact;
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mHasPendingShaderArtifact = true;
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}
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void RenderThread::SubmitRuntimeRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers)
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{
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std::lock_guard<std::mutex> lock(mRenderLayersMutex);
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mPendingRenderLayers = layers;
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mHasPendingRenderLayers = true;
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}
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bool RenderThread::TryTakePendingRuntimeShaderArtifact(RuntimeShaderArtifact& artifact)
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{
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std::lock_guard<std::mutex> lock(mShaderArtifactMutex);
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if (!mHasPendingShaderArtifact)
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return false;
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artifact = std::move(mPendingShaderArtifact);
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mPendingShaderArtifact = RuntimeShaderArtifact();
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mHasPendingShaderArtifact = false;
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return true;
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}
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bool RenderThread::TryTakePendingRenderLayers(std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers)
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{
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std::lock_guard<std::mutex> lock(mRenderLayersMutex);
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if (!mHasPendingRenderLayers)
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return false;
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layers = std::move(mPendingRenderLayers);
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mPendingRenderLayers.clear();
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mHasPendingRenderLayers = false;
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return true;
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}
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void RenderThread::TryCommitReadyRuntimeShader(RuntimeRenderScene& runtimeRenderScene)
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{
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std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> layers;
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std::string commitError;
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if (TryTakePendingRenderLayers(layers))
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{
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bool structuralChange = false;
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if (!runtimeRenderScene.CommitRenderLayers(layers, commitError, &structuralChange))
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{
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RenderCadenceCompositor::TryLog(
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RenderCadenceCompositor::LogLevel::Error,
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"render-thread",
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"Runtime render-layer commit failed: " + commitError);
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mShaderBuildFailures.fetch_add(1, std::memory_order_relaxed);
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return;
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}
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if (structuralChange)
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{
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RenderCadenceCompositor::TryLog(
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RenderCadenceCompositor::LogLevel::Log,
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"render-thread",
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"Runtime render layer snapshot committed.");
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mShaderBuildsCommitted.fetch_add(1, std::memory_order_relaxed);
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}
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return;
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}
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RuntimeShaderArtifact artifact;
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if (!TryTakePendingRuntimeShaderArtifact(artifact))
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return;
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RenderCadenceCompositor::RuntimeRenderLayerModel layer;
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layer.id = artifact.layerId.empty() ? "runtime-layer-1" : artifact.layerId;
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layer.shaderId = artifact.shaderId;
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layer.artifact = artifact;
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layers.push_back(std::move(layer));
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if (!runtimeRenderScene.CommitRenderLayers(layers, commitError))
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{
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RenderCadenceCompositor::TryLog(
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RenderCadenceCompositor::LogLevel::Error,
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"render-thread",
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"Runtime shader GL commit failed: " + commitError);
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mShaderBuildFailures.fetch_add(1, std::memory_order_relaxed);
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return;
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}
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RenderCadenceCompositor::TryLog(
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RenderCadenceCompositor::LogLevel::Log,
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"render-thread",
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"Runtime shader committed: " + artifact.shaderId + ". " + artifact.message);
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mShaderBuildsCommitted.fetch_add(1, std::memory_order_relaxed);
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}
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80
src/render/RenderThreadLifecycle.cpp
Normal file
80
src/render/RenderThreadLifecycle.cpp
Normal file
@@ -0,0 +1,80 @@
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#include "RenderThread.h"
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#include "../logging/Logger.h"
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#include <chrono>
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#include <mutex>
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#include <thread>
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RenderThread::RenderThread(SystemFrameExchange& frameExchange, Config config) :
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mFrameExchange(frameExchange),
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mConfig(config)
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{
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}
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RenderThread::RenderThread(SystemFrameExchange& frameExchange, InputFrameMailbox* inputMailbox, Config config) :
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mFrameExchange(frameExchange),
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mInputMailbox(inputMailbox),
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mConfig(config)
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{
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}
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RenderThread::~RenderThread()
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{
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Stop();
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}
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bool RenderThread::Start(std::string& error)
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{
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if (mThread.joinable())
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return true;
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{
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std::lock_guard<std::mutex> lock(mStartupMutex);
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mStarted = false;
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mStartupError.clear();
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}
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mStopping.store(false, std::memory_order_release);
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mThread = std::thread([this]() { ThreadMain(); });
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std::unique_lock<std::mutex> lock(mStartupMutex);
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if (!mStartupCondition.wait_for(lock, std::chrono::seconds(3), [this]() {
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return mStarted || !mStartupError.empty();
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}))
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{
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error = "Timed out starting render thread.";
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return false;
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}
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if (!mStartupError.empty())
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{
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error = mStartupError;
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lock.unlock();
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if (mThread.joinable())
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mThread.join();
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return false;
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}
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return true;
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}
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void RenderThread::Stop()
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{
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mStopping.store(true, std::memory_order_release);
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if (mThread.joinable())
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mThread.join();
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}
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void RenderThread::SignalStarted()
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{
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std::lock_guard<std::mutex> lock(mStartupMutex);
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mStarted = true;
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mStartupCondition.notify_all();
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}
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void RenderThread::SignalStartupFailure(const std::string& error)
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{
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RenderCadenceCompositor::TryLog(RenderCadenceCompositor::LogLevel::Error, "render-thread", error);
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std::lock_guard<std::mutex> lock(mStartupMutex);
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mStartupError = error;
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mStartupCondition.notify_all();
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}
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101
src/render/RenderThreadMetrics.cpp
Normal file
101
src/render/RenderThreadMetrics.cpp
Normal file
@@ -0,0 +1,101 @@
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#include "RenderThread.h"
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#include "../frames/InputFrameMailbox.h"
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#include "InputFrameTexture.h"
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#include "readback/Bgra8ReadbackPipeline.h"
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RenderThread::Metrics RenderThread::GetMetrics() const
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{
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Metrics metrics;
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metrics.renderedFrames = mRenderedFrames.load(std::memory_order_relaxed);
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metrics.completedReadbacks = mCompletedReadbacks.load(std::memory_order_relaxed);
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metrics.acquireMisses = mAcquireMisses.load(std::memory_order_relaxed);
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metrics.pboQueueMisses = mPboQueueMisses.load(std::memory_order_relaxed);
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metrics.clockOverruns = mClockOverruns.load(std::memory_order_relaxed);
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metrics.skippedFrames = mSkippedFrames.load(std::memory_order_relaxed);
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metrics.shaderBuildsCommitted = mShaderBuildsCommitted.load(std::memory_order_relaxed);
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metrics.shaderBuildFailures = mShaderBuildFailures.load(std::memory_order_relaxed);
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metrics.renderFrameMilliseconds = mRenderFrameMilliseconds.load(std::memory_order_relaxed);
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metrics.renderFrameBudgetUsedPercent = mRenderFrameBudgetUsedPercent.load(std::memory_order_relaxed);
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metrics.renderFrameMaxMilliseconds = mRenderFrameMaxMilliseconds.load(std::memory_order_relaxed);
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metrics.readbackQueueMilliseconds = mReadbackQueueMilliseconds.load(std::memory_order_relaxed);
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metrics.completedReadbackCopyMilliseconds = mCompletedReadbackCopyMilliseconds.load(std::memory_order_relaxed);
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metrics.inputFramesReceived = mInputFramesReceived.load(std::memory_order_relaxed);
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metrics.inputFramesDropped = mInputFramesDropped.load(std::memory_order_relaxed);
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metrics.inputConsumeMisses = mInputConsumeMisses.load(std::memory_order_relaxed);
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metrics.inputUploadMisses = mInputUploadMisses.load(std::memory_order_relaxed);
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metrics.inputReadyFrames = mInputReadyFrames.load(std::memory_order_relaxed);
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metrics.inputReadingFrames = mInputReadingFrames.load(std::memory_order_relaxed);
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metrics.inputLatestAgeMilliseconds = mInputLatestAgeMilliseconds.load(std::memory_order_relaxed);
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metrics.inputUploadMilliseconds = mInputUploadMilliseconds.load(std::memory_order_relaxed);
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metrics.inputFormatSupported = mInputFormatSupported.load(std::memory_order_relaxed);
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metrics.inputSignalPresent = mInputSignalPresent.load(std::memory_order_relaxed);
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return metrics;
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}
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void RenderThread::CountRendered()
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{
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mRenderedFrames.fetch_add(1, std::memory_order_relaxed);
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}
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void RenderThread::CountCompleted()
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{
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mCompletedReadbacks.fetch_add(1, std::memory_order_relaxed);
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}
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void RenderThread::CountAcquireMiss()
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{
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mAcquireMisses.fetch_add(1, std::memory_order_relaxed);
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}
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void RenderThread::PublishReadbackMetrics(const Bgra8ReadbackPipeline& readback)
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{
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const double renderMilliseconds = readback.LastRenderFrameMilliseconds();
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mRenderFrameMilliseconds.store(renderMilliseconds, std::memory_order_relaxed);
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if (mConfig.frameDurationMilliseconds > 0.0)
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{
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mRenderFrameBudgetUsedPercent.store(
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(renderMilliseconds / mConfig.frameDurationMilliseconds) * 100.0,
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std::memory_order_relaxed);
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}
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else
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{
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mRenderFrameBudgetUsedPercent.store(0.0, std::memory_order_relaxed);
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}
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const double previousMax = mRenderFrameMaxMilliseconds.load(std::memory_order_relaxed);
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if (renderMilliseconds > previousMax)
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mRenderFrameMaxMilliseconds.store(renderMilliseconds, std::memory_order_relaxed);
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mReadbackQueueMilliseconds.store(readback.LastReadbackQueueMilliseconds(), std::memory_order_relaxed);
|
||||
mCompletedReadbackCopyMilliseconds.store(readback.LastCompletedReadbackCopyMilliseconds(), std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
void RenderThread::PublishInputMetrics(const InputFrameTexture& inputTexture)
|
||||
{
|
||||
if (mInputMailbox != nullptr)
|
||||
{
|
||||
const InputFrameMailboxMetrics mailboxMetrics = mInputMailbox->Metrics();
|
||||
mInputFramesReceived.store(mailboxMetrics.submittedFrames, std::memory_order_relaxed);
|
||||
mInputFramesDropped.store(mailboxMetrics.droppedReadyFrames + mailboxMetrics.submitMisses, std::memory_order_relaxed);
|
||||
mInputConsumeMisses.store(mailboxMetrics.consumeMisses, std::memory_order_relaxed);
|
||||
mInputReadyFrames.store(mailboxMetrics.readyCount, std::memory_order_relaxed);
|
||||
mInputReadingFrames.store(mailboxMetrics.readingCount, std::memory_order_relaxed);
|
||||
mInputLatestAgeMilliseconds.store(mailboxMetrics.latestFrameAgeMilliseconds, std::memory_order_relaxed);
|
||||
mInputSignalPresent.store(mailboxMetrics.hasSubmittedFrame, std::memory_order_relaxed);
|
||||
}
|
||||
else
|
||||
{
|
||||
mInputFramesReceived.store(0, std::memory_order_relaxed);
|
||||
mInputFramesDropped.store(0, std::memory_order_relaxed);
|
||||
mInputConsumeMisses.store(0, std::memory_order_relaxed);
|
||||
mInputReadyFrames.store(0, std::memory_order_relaxed);
|
||||
mInputReadingFrames.store(0, std::memory_order_relaxed);
|
||||
mInputLatestAgeMilliseconds.store(0.0, std::memory_order_relaxed);
|
||||
mInputSignalPresent.store(false, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
mInputUploadMisses.store(inputTexture.UploadMisses(), std::memory_order_relaxed);
|
||||
mInputUploadMilliseconds.store(inputTexture.LastUploadMilliseconds(), std::memory_order_relaxed);
|
||||
mInputFormatSupported.store(inputTexture.LastFrameFormatSupported(), std::memory_order_relaxed);
|
||||
}
|
||||
102
src/render/RenderThreadRuntimeShaders.cpp
Normal file
102
src/render/RenderThreadRuntimeShaders.cpp
Normal file
@@ -0,0 +1,102 @@
|
||||
#include "RenderThread.h"
|
||||
|
||||
#include "../logging/Logger.h"
|
||||
|
||||
#include <mutex>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
void RenderThread::SubmitRuntimeShaderArtifact(const RuntimeShaderArtifact& artifact)
|
||||
{
|
||||
if (artifact.fragmentShaderSource.empty())
|
||||
return;
|
||||
|
||||
std::lock_guard<std::mutex> lock(mShaderArtifactMutex);
|
||||
mPendingShaderArtifact = artifact;
|
||||
mHasPendingShaderArtifact = true;
|
||||
}
|
||||
|
||||
void RenderThread::SubmitRuntimeRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRenderLayersMutex);
|
||||
mPendingRenderLayers = layers;
|
||||
mHasPendingRenderLayers = true;
|
||||
}
|
||||
|
||||
bool RenderThread::TryTakePendingRuntimeShaderArtifact(RuntimeShaderArtifact& artifact)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mShaderArtifactMutex);
|
||||
if (!mHasPendingShaderArtifact)
|
||||
return false;
|
||||
|
||||
artifact = std::move(mPendingShaderArtifact);
|
||||
mPendingShaderArtifact = RuntimeShaderArtifact();
|
||||
mHasPendingShaderArtifact = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderThread::TryTakePendingRenderLayers(std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRenderLayersMutex);
|
||||
if (!mHasPendingRenderLayers)
|
||||
return false;
|
||||
|
||||
layers = std::move(mPendingRenderLayers);
|
||||
mPendingRenderLayers.clear();
|
||||
mHasPendingRenderLayers = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderThread::TryCommitReadyRuntimeShader(RuntimeRenderScene& runtimeRenderScene)
|
||||
{
|
||||
std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> layers;
|
||||
std::string commitError;
|
||||
if (TryTakePendingRenderLayers(layers))
|
||||
{
|
||||
bool structuralChange = false;
|
||||
if (!runtimeRenderScene.CommitRenderLayers(layers, commitError, &structuralChange))
|
||||
{
|
||||
RenderCadenceCompositor::TryLog(
|
||||
RenderCadenceCompositor::LogLevel::Error,
|
||||
"render-thread",
|
||||
"Runtime render-layer commit failed: " + commitError);
|
||||
mShaderBuildFailures.fetch_add(1, std::memory_order_relaxed);
|
||||
return;
|
||||
}
|
||||
|
||||
if (structuralChange)
|
||||
{
|
||||
RenderCadenceCompositor::TryLog(
|
||||
RenderCadenceCompositor::LogLevel::Log,
|
||||
"render-thread",
|
||||
"Runtime render layer snapshot committed.");
|
||||
mShaderBuildsCommitted.fetch_add(1, std::memory_order_relaxed);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
RuntimeShaderArtifact artifact;
|
||||
if (!TryTakePendingRuntimeShaderArtifact(artifact))
|
||||
return;
|
||||
|
||||
RenderCadenceCompositor::RuntimeRenderLayerModel layer;
|
||||
layer.id = artifact.layerId.empty() ? "runtime-layer-1" : artifact.layerId;
|
||||
layer.shaderId = artifact.shaderId;
|
||||
layer.artifact = artifact;
|
||||
layers.push_back(std::move(layer));
|
||||
if (!runtimeRenderScene.CommitRenderLayers(layers, commitError))
|
||||
{
|
||||
RenderCadenceCompositor::TryLog(
|
||||
RenderCadenceCompositor::LogLevel::Error,
|
||||
"render-thread",
|
||||
"Runtime shader GL commit failed: " + commitError);
|
||||
mShaderBuildFailures.fetch_add(1, std::memory_order_relaxed);
|
||||
return;
|
||||
}
|
||||
|
||||
RenderCadenceCompositor::TryLog(
|
||||
RenderCadenceCompositor::LogLevel::Log,
|
||||
"render-thread",
|
||||
"Runtime shader committed: " + artifact.shaderId + ". " + artifact.message);
|
||||
mShaderBuildsCommitted.fetch_add(1, std::memory_order_relaxed);
|
||||
}
|
||||
Reference in New Issue
Block a user