Fixes
This commit is contained in:
129
src/render/thread/RenderThread.h
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129
src/render/thread/RenderThread.h
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#pragma once
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#include "RenderCadenceClock.h"
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#include "RuntimeLayerModel.h"
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#include "RuntimeShaderArtifact.h"
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#include "RuntimeRenderScene.h"
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#include <atomic>
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#include <condition_variable>
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#include <cstddef>
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#include <cstdint>
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#include <mutex>
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#include <string>
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#include <thread>
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class SystemFrameExchange;
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class InputFrameMailbox;
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class InputFrameTexture;
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class Bgra8ReadbackPipeline;
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class RenderThread
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{
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public:
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struct Config
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{
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unsigned width = 1920;
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unsigned height = 1080;
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double frameDurationMilliseconds = 1000.0 / 59.94;
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std::size_t pboDepth = 6;
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};
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struct Metrics
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{
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uint64_t renderedFrames = 0;
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uint64_t completedReadbacks = 0;
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uint64_t acquireMisses = 0;
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uint64_t pboQueueMisses = 0;
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uint64_t clockOverruns = 0;
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uint64_t skippedFrames = 0;
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uint64_t shaderBuildsCommitted = 0;
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uint64_t shaderBuildFailures = 0;
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double renderFrameMilliseconds = 0.0;
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double renderFrameBudgetUsedPercent = 0.0;
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double renderFrameMaxMilliseconds = 0.0;
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double readbackQueueMilliseconds = 0.0;
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double completedReadbackCopyMilliseconds = 0.0;
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uint64_t inputFramesReceived = 0;
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uint64_t inputFramesDropped = 0;
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uint64_t inputConsumeMisses = 0;
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uint64_t inputUploadMisses = 0;
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std::size_t inputReadyFrames = 0;
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std::size_t inputReadingFrames = 0;
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double inputLatestAgeMilliseconds = 0.0;
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double inputUploadMilliseconds = 0.0;
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bool inputFormatSupported = true;
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bool inputSignalPresent = false;
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};
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RenderThread(SystemFrameExchange& frameExchange, Config config);
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RenderThread(SystemFrameExchange& frameExchange, InputFrameMailbox* inputMailbox, Config config);
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RenderThread(const RenderThread&) = delete;
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RenderThread& operator=(const RenderThread&) = delete;
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~RenderThread();
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bool Start(std::string& error);
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void Stop();
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void SubmitRuntimeShaderArtifact(const RuntimeShaderArtifact& artifact);
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void SubmitRuntimeRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers);
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Metrics GetMetrics() const;
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bool IsRunning() const { return mRunning.load(std::memory_order_acquire); }
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private:
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void ThreadMain();
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void SignalStarted();
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void SignalStartupFailure(const std::string& error);
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void CountRendered();
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void CountCompleted();
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void CountAcquireMiss();
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void PublishReadbackMetrics(const Bgra8ReadbackPipeline& readback);
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void PublishInputMetrics(const InputFrameTexture& inputTexture);
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void TryCommitReadyRuntimeShader(RuntimeRenderScene& runtimeRenderScene);
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bool TryTakePendingRuntimeShaderArtifact(RuntimeShaderArtifact& artifact);
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bool TryTakePendingRenderLayers(std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers);
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SystemFrameExchange& mFrameExchange;
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InputFrameMailbox* mInputMailbox = nullptr;
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Config mConfig;
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std::thread mThread;
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std::atomic<bool> mStopping{ false };
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std::atomic<bool> mRunning{ false };
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mutable std::mutex mStartupMutex;
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std::condition_variable mStartupCondition;
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bool mStarted = false;
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std::string mStartupError;
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std::atomic<uint64_t> mRenderedFrames{ 0 };
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std::atomic<uint64_t> mCompletedReadbacks{ 0 };
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std::atomic<uint64_t> mAcquireMisses{ 0 };
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std::atomic<uint64_t> mPboQueueMisses{ 0 };
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std::atomic<uint64_t> mClockOverruns{ 0 };
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std::atomic<uint64_t> mSkippedFrames{ 0 };
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std::atomic<uint64_t> mShaderBuildsCommitted{ 0 };
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std::atomic<uint64_t> mShaderBuildFailures{ 0 };
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std::atomic<double> mRenderFrameMilliseconds{ 0.0 };
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std::atomic<double> mRenderFrameBudgetUsedPercent{ 0.0 };
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std::atomic<double> mRenderFrameMaxMilliseconds{ 0.0 };
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std::atomic<double> mReadbackQueueMilliseconds{ 0.0 };
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std::atomic<double> mCompletedReadbackCopyMilliseconds{ 0.0 };
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std::atomic<uint64_t> mInputFramesReceived{ 0 };
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std::atomic<uint64_t> mInputFramesDropped{ 0 };
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std::atomic<uint64_t> mInputConsumeMisses{ 0 };
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std::atomic<uint64_t> mInputUploadMisses{ 0 };
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std::atomic<std::size_t> mInputReadyFrames{ 0 };
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std::atomic<std::size_t> mInputReadingFrames{ 0 };
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std::atomic<double> mInputLatestAgeMilliseconds{ 0.0 };
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std::atomic<double> mInputUploadMilliseconds{ 0.0 };
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std::atomic<bool> mInputFormatSupported{ true };
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std::atomic<bool> mInputSignalPresent{ false };
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std::mutex mShaderArtifactMutex;
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bool mHasPendingShaderArtifact = false;
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RuntimeShaderArtifact mPendingShaderArtifact;
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std::mutex mRenderLayersMutex;
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bool mHasPendingRenderLayers = false;
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std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> mPendingRenderLayers;
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};
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