Files
OpenRA/OpenRA.Platforms.Default/ThreadedGraphicsContext.cs
RoosterDragon 360f24f609 Fix IDE0055
This rule no longer appears to be buggy, so enforce it. Some of the automated fixes are adjusted in order to improve the result. #pragma directives have no option to control indentation, so remove them where possible.
2023-11-16 08:45:10 +02:00

814 lines
21 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Runtime.ExceptionServices;
using System.Threading;
using OpenRA.Primitives;
namespace OpenRA.Platforms.Default
{
/// <summary>
/// Creates a dedicated thread for the graphics device. An internal message queue is used to perform actions on the
/// device. This allows calls to be enqueued to be processed asynchronously and thus free up the calling thread.
/// </summary>
sealed class ThreadedGraphicsContext : IGraphicsContext
{
// PERF: Maintain several object pools to reduce allocations.
readonly Dictionary<Type, object> vertexBufferPools = new();
readonly Stack<Message> messagePool = new();
readonly Queue<Message> messages = new();
public readonly int VertexBatchSize;
public readonly int IndexBatchSize;
readonly object syncObject = new();
readonly Thread renderThread;
volatile ExceptionDispatchInfo messageException;
// Delegates that perform actions on the real device.
Func<object> doClear;
Action doClearDepthBuffer;
Action doDisableDepthBuffer;
Action doEnableDepthBuffer;
Action doDisableScissor;
Action doPresent;
Func<string> getGLVersion;
Func<ITexture> getCreateTexture;
Func<object, IFrameBuffer> getCreateFrameBuffer;
Func<object, IShader> getCreateShader;
Func<object, object> getCreateVertexBuffer;
Func<object, IIndexBuffer> getCreateIndexBuffer;
Action<object> doDrawPrimitives;
Action<object> doDrawElements;
Action<object> doEnableScissor;
Action<object> doSetBlendMode;
Action<object> doSetVSync;
public ThreadedGraphicsContext(Sdl2GraphicsContext context, int vertexBatchSize, int indexBatchSize)
{
VertexBatchSize = vertexBatchSize;
IndexBatchSize = indexBatchSize;
renderThread = new Thread(RenderThread)
{
Name = "ThreadedGraphicsContext RenderThread",
IsBackground = true
};
lock (syncObject)
{
// Start and wait for the rendering thread to have initialized before returning.
// Otherwise, the delegates may not have been set yet.
renderThread.Start(context);
Monitor.Wait(syncObject);
}
}
void RenderThread(object contextObject)
{
using (var context = (Sdl2GraphicsContext)contextObject)
{
// This lock allows the constructor to block until initialization completes.
lock (syncObject)
{
context.InitializeOpenGL();
doClear = () => { context.Clear(); return null; };
doClearDepthBuffer = () => context.ClearDepthBuffer();
doDisableDepthBuffer = () => context.DisableDepthBuffer();
doEnableDepthBuffer = () => context.EnableDepthBuffer();
doDisableScissor = () => context.DisableScissor();
doPresent = () => context.Present();
getGLVersion = () => context.GLVersion;
getCreateTexture = () => new ThreadedTexture(this, (ITextureInternal)context.CreateTexture());
getCreateFrameBuffer =
tuple =>
{
var t = ((Size, Color))tuple;
return new ThreadedFrameBuffer(this,
context.CreateFrameBuffer(t.Item1, (ITextureInternal)CreateTexture(), t.Item2));
};
getCreateShader = bindings => new ThreadedShader(this, context.CreateShader((IShaderBindings)bindings));
getCreateVertexBuffer =
tuple =>
{
(object t, var type) = ((int, Type))tuple;
var vertexBuffer = context.GetType().GetMethod(nameof(CreateVertexBuffer)).MakeGenericMethod(type).Invoke(context, new[] { t });
return typeof(ThreadedVertexBuffer<>).MakeGenericType(type).GetConstructors()[0].Invoke(new[] { this, vertexBuffer });
};
getCreateIndexBuffer = indices => new ThreadedIndexBuffer(this, context.CreateIndexBuffer((uint[])indices));
doDrawPrimitives =
tuple =>
{
var t = ((PrimitiveType, int, int))tuple;
context.DrawPrimitives(t.Item1, t.Item2, t.Item3);
};
doDrawElements =
tuple =>
{
var t = ((int, int))tuple;
context.DrawElements(t.Item1, t.Item2);
};
doEnableScissor =
tuple =>
{
var t = ((int, int, int, int))tuple;
context.EnableScissor(t.Item1, t.Item2, t.Item3, t.Item4);
};
doSetBlendMode = mode => context.SetBlendMode((BlendMode)mode);
doSetVSync = enabled => context.SetVSyncEnabled((bool)enabled);
Monitor.Pulse(syncObject);
}
// Run a message loop.
// Only this rendering thread can perform actions on the real device,
// so other threads must send us a message which we process here.
Message message;
while (true)
{
lock (messages)
{
if (messages.Count == 0)
{
if (messageException != null)
break;
Monitor.Wait(messages);
}
message = messages.Dequeue();
}
if (message == null)
break;
message.Execute();
}
}
}
internal T[] GetVertices<T>(int size)
{
lock (vertexBufferPools)
{
Stack<T[]> pool;
if (!vertexBufferPools.TryGetValue(typeof(T), out var poolObject))
{
pool = new Stack<T[]>();
vertexBufferPools.Add(typeof(T), pool);
}
else
pool = (Stack<T[]>)poolObject;
if (size <= VertexBatchSize && pool.Count > 0)
return pool.Pop();
}
return new T[size < VertexBatchSize ? VertexBatchSize : size];
}
internal void ReturnVertices<T>(T[] vertices)
{
if (vertices.Length == VertexBatchSize)
lock (vertexBufferPools)
((Stack<T[]>)vertexBufferPools[typeof(T)]).Push(vertices);
}
sealed class Message
{
public Message(ThreadedGraphicsContext device)
{
this.device = device;
}
readonly AutoResetEvent completed = new(false);
readonly ThreadedGraphicsContext device;
volatile Action action;
volatile Action<object> actionWithParam;
volatile Func<object> func;
volatile Func<object, object> funcWithParam;
volatile object param;
volatile object result;
volatile ExceptionDispatchInfo edi;
public void SetAction(Action method)
{
action = method;
}
public void SetAction(Action<object> method, object state)
{
actionWithParam = method;
param = state;
}
public void SetAction(Func<object> method)
{
func = method;
}
public void SetAction(Func<object, object> method, object state)
{
funcWithParam = method;
param = state;
}
public void Execute()
{
var wasSend = action != null || actionWithParam != null;
try
{
if (action != null)
{
action();
result = null;
action = null;
}
else if (actionWithParam != null)
{
actionWithParam(param);
result = null;
actionWithParam = null;
param = null;
}
else if (func != null)
{
result = func();
func = null;
}
else
{
result = funcWithParam(param);
funcWithParam = null;
param = null;
}
}
catch (Exception ex)
{
edi = ExceptionDispatchInfo.Capture(ex);
if (wasSend)
device.messageException = edi;
result = null;
param = null;
action = null;
actionWithParam = null;
func = null;
funcWithParam = null;
}
if (wasSend)
{
lock (device.messagePool)
device.messagePool.Push(this);
}
else
{
completed.Set();
}
}
public object Result()
{
completed.WaitOne();
var localEdi = edi;
edi = null;
var localResult = result;
result = null;
localEdi?.Throw();
return localResult;
}
}
Message GetMessage()
{
lock (messagePool)
if (messagePool.Count > 0)
return messagePool.Pop();
return new Message(this);
}
void QueueMessage(Message message)
{
var exception = messageException;
exception?.Throw();
lock (messages)
{
messages.Enqueue(message);
if (messages.Count == 1)
Monitor.Pulse(messages);
}
}
object RunMessage(Message message)
{
QueueMessage(message);
var result = message.Result();
lock (messagePool)
messagePool.Push(message);
return result;
}
/// <summary>
/// Sends a message to the rendering thread.
/// This method blocks until the message is processed, and returns the result.
/// </summary>
public T Send<T>(Func<T> method) where T : class
{
if (renderThread == Thread.CurrentThread)
return method();
var message = GetMessage();
message.SetAction(method);
return (T)RunMessage(message);
}
/// <summary>
/// Sends a message to the rendering thread.
/// This method blocks until the message is processed, and returns the result.
/// </summary>
public T Send<T>(Func<object, T> method, object state) where T : class
{
if (renderThread == Thread.CurrentThread)
return method(state);
var message = GetMessage();
message.SetAction(method, state);
return (T)RunMessage(message);
}
/// <summary>
/// Posts a message to the rendering thread.
/// This method then returns immediately and does not wait for the message to be processed.
/// </summary>
public void Post(Action method)
{
if (renderThread == Thread.CurrentThread)
{
method();
return;
}
var message = GetMessage();
message.SetAction(method);
QueueMessage(message);
}
/// <summary>
/// Posts a message to the rendering thread.
/// This method then returns immediately and does not wait for the message to be processed.
/// </summary>
public void Post(Action<object> method, object state)
{
if (renderThread == Thread.CurrentThread)
{
method(state);
return;
}
var message = GetMessage();
message.SetAction(method, state);
QueueMessage(message);
}
public void Dispose()
{
// Use a null message to signal the rendering thread to clean up, then wait for it to complete.
QueueMessage(null);
renderThread.Join();
}
public string GLVersion => Send(getGLVersion);
public void Clear()
{
// We send the clear even though we could just post it.
// This ensures all previous messages have been processed before we return.
// This prevents us from queuing up work faster than it can be processed if rendering is behind.
Send(doClear);
}
public void ClearDepthBuffer()
{
Post(doClearDepthBuffer);
}
public IFrameBuffer CreateFrameBuffer(Size s)
{
return Send(getCreateFrameBuffer, (s, Color.FromArgb(0)));
}
public IFrameBuffer CreateFrameBuffer(Size s, Color clearColor)
{
return Send(getCreateFrameBuffer, (s, clearColor));
}
public IShader CreateShader(IShaderBindings bindings)
{
return Send(getCreateShader, bindings);
}
public ITexture CreateTexture()
{
return Send(getCreateTexture);
}
public IVertexBuffer<T> CreateVertexBuffer<T>(int size) where T : struct
{
return (IVertexBuffer<T>)Send(getCreateVertexBuffer, (size, typeof(T)));
}
public IIndexBuffer CreateIndexBuffer(uint[] indices)
{
return Send(getCreateIndexBuffer, indices);
}
public T[] CreateVertices<T>(int size) where T : struct
{
return GetVertices<T>(size);
}
public void DisableDepthBuffer()
{
Post(doDisableDepthBuffer);
}
public void DisableScissor()
{
Post(doDisableScissor);
}
public void DrawPrimitives(PrimitiveType type, int firstVertex, int numVertices)
{
Post(doDrawPrimitives, (type, firstVertex, numVertices));
}
public void DrawElements(int numIndices, int offset)
{
Post(doDrawElements, (numIndices, offset));
}
public void EnableDepthBuffer()
{
Post(doEnableDepthBuffer);
}
public void EnableScissor(int left, int top, int width, int height)
{
Post(doEnableScissor, (left, top, width, height));
}
public void Present()
{
Post(doPresent);
}
public void SetBlendMode(BlendMode mode)
{
Post(doSetBlendMode, mode);
}
public void SetVSyncEnabled(bool enabled)
{
Post(doSetVSync, enabled);
}
}
sealed class ThreadedFrameBuffer : IFrameBuffer
{
readonly ThreadedGraphicsContext device;
readonly Func<ITexture> getTexture;
readonly Action bind;
readonly Action unbind;
readonly Action dispose;
readonly Action<object> enableScissor;
readonly Action disableScissor;
public ThreadedFrameBuffer(ThreadedGraphicsContext device, IFrameBuffer frameBuffer)
{
this.device = device;
getTexture = () => frameBuffer.Texture;
bind = frameBuffer.Bind;
unbind = frameBuffer.Unbind;
dispose = frameBuffer.Dispose;
enableScissor = rect => frameBuffer.EnableScissor((Rectangle)rect);
disableScissor = frameBuffer.DisableScissor;
}
public ITexture Texture => device.Send(getTexture);
public void Bind()
{
device.Post(bind);
}
public void Unbind()
{
device.Post(unbind);
}
public void EnableScissor(Rectangle rect)
{
device.Post(enableScissor, rect);
}
public void DisableScissor()
{
device.Post(disableScissor);
}
public void Dispose()
{
device.Post(dispose);
}
}
sealed class ThreadedVertexBuffer<T> : IVertexBuffer<T> where T : struct
{
readonly ThreadedGraphicsContext device;
readonly Action bind;
readonly Action<object> setData1;
readonly Action<object> setData2;
readonly Func<object, object> setData3;
readonly Action dispose;
public ThreadedVertexBuffer(ThreadedGraphicsContext device, IVertexBuffer<T> vertexBuffer)
{
this.device = device;
bind = vertexBuffer.Bind;
setData1 = tuple =>
{
var t = ((T[], int))tuple;
vertexBuffer.SetData(t.Item1, t.Item2);
device.ReturnVertices(t.Item1);
};
setData2 = tuple =>
{
var t = ((T[], int, int, int))tuple;
vertexBuffer.SetData(t.Item1, t.Item2, t.Item3, t.Item4);
device.ReturnVertices(t.Item1);
};
setData3 = tuple => { setData2(tuple); return null; };
dispose = vertexBuffer.Dispose;
}
public void Bind()
{
device.Post(bind);
}
public void SetData(T[] vertices, int length)
{
var buffer = device.GetVertices<T>(length);
Array.Copy(vertices, buffer, length);
device.Post(setData1, (buffer, length));
}
/// <summary>
/// PERF: The vertices array is passed without copying to the render thread. Upon return `vertices` may reference another
/// array object of at least the same size - containing random values.
/// </summary>
public void SetData(ref T[] vertices, int length)
{
device.Post(setData1, (vertices, length));
vertices = device.GetVertices<T>(vertices.Length);
}
public void SetData(T[] vertices, int offset, int start, int length)
{
if (length <= device.VertexBatchSize)
{
// If we are able to use a buffer without allocation, post a message to avoid blocking.
var buffer = device.GetVertices<T>(length);
Array.Copy(vertices, offset, buffer, 0, length);
device.Post(setData2, (buffer, 0, start, length));
}
else
{
// If the length is too large for a buffer, send a message and block to avoid allocations.
device.Send(setData3, (vertices, offset, start, length));
}
}
public void Dispose()
{
device.Post(dispose);
}
}
sealed class ThreadedIndexBuffer : IIndexBuffer
{
readonly ThreadedGraphicsContext device;
readonly Action bind;
readonly Action dispose;
public ThreadedIndexBuffer(ThreadedGraphicsContext device, IIndexBuffer indexBuffer)
{
this.device = device;
bind = indexBuffer.Bind;
dispose = indexBuffer.Dispose;
}
public void Bind()
{
device.Post(bind);
}
public void Dispose()
{
device.Post(dispose);
}
}
sealed class ThreadedTexture : ITextureInternal
{
readonly ThreadedGraphicsContext device;
readonly Func<object> getScaleFilter;
readonly Action<object> setScaleFilter;
readonly Func<object> getSize;
readonly Action<object> setEmpty;
readonly Func<byte[]> getData;
readonly Action<object> setData1;
readonly Func<object, object> setData2;
readonly Action<object> setData3;
readonly Func<object, object> setData4;
readonly Action<object> setData5;
readonly Action dispose;
public ThreadedTexture(ThreadedGraphicsContext device, ITextureInternal texture)
{
this.device = device;
ID = texture.ID;
getScaleFilter = () => texture.ScaleFilter;
setScaleFilter = value => texture.ScaleFilter = (TextureScaleFilter)value;
getSize = () => texture.Size;
setEmpty = tuple => { var t = ((int, int))tuple; texture.SetEmpty(t.Item1, t.Item2); };
getData = () => texture.GetData();
setData1 = tuple => { var t = ((byte[], int, int))tuple; texture.SetData(t.Item1, t.Item2, t.Item3); };
setData2 = tuple => { setData1(tuple); return null; };
setData3 = tuple => { var t = ((float[], int, int))tuple; texture.SetFloatData(t.Item1, t.Item2, t.Item3); };
setData4 = tuple => { setData3(tuple); return null; };
setData5 = rect => texture.SetDataFromReadBuffer((Rectangle)rect);
dispose = texture.Dispose;
}
public uint ID { get; }
public TextureScaleFilter ScaleFilter
{
get => (TextureScaleFilter)device.Send(getScaleFilter);
set => device.Post(setScaleFilter, value);
}
public Size Size => (Size)device.Send(getSize);
public void SetEmpty(int width, int height)
{
device.Post(setEmpty, (width, height));
}
public byte[] GetData()
{
return device.Send(getData);
}
public void SetData(byte[] colors, int width, int height)
{
// Objects 85000 bytes or more will be directly allocated in the Large Object Heap (LOH).
// https://docs.microsoft.com/en-us/dotnet/standard/garbage-collection/large-object-heap
if (colors.Length < 85000)
{
// If we are able to create a small array the GC can collect easily, post a message to avoid blocking.
var temp = new byte[colors.Length];
Array.Copy(colors, temp, temp.Length);
device.Post(setData1, (temp, width, height));
}
else
{
// If the length is large and would result in an array on the Large Object Heap (LOH),
// send a message and block to avoid LOH allocation as this requires a Gen2 collection.
device.Send(setData2, (colors, width, height));
}
}
public void SetFloatData(float[] data, int width, int height)
{
// Objects 85000 bytes or more will be directly allocated in the Large Object Heap (LOH).
// https://docs.microsoft.com/en-us/dotnet/standard/garbage-collection/large-object-heap
if (data.Length < 21250)
{
// If we are able to create a small array the GC can collect easily, post a message to avoid blocking.
var temp = new float[data.Length];
Array.Copy(data, temp, temp.Length);
device.Post(setData3, (temp, width, height));
}
else
{
// If the length is large and would result in an array on the Large Object Heap (LOH),
// send a message and block to avoid LOH allocation as this requires a Gen2 collection.
device.Send(setData4, (data, width, height));
}
}
public void SetDataFromReadBuffer(Rectangle rect)
{
device.Post(setData5, rect);
}
public void Dispose()
{
device.Post(dispose);
}
}
sealed class ThreadedShader : IShader
{
readonly ThreadedGraphicsContext device;
readonly Action prepareRender;
readonly Action<object> setBool;
readonly Action<object> setMatrix;
readonly Action<object> setTexture;
readonly Action<object> setVec1;
readonly Action<object> setVec2;
readonly Action<object> setVec3;
readonly Action<object> setVec4;
readonly Action bind;
public ThreadedShader(ThreadedGraphicsContext device, IShader shader)
{
this.device = device;
bind = shader.Bind;
prepareRender = shader.PrepareRender;
setBool = tuple => { var t = ((string, bool))tuple; shader.SetBool(t.Item1, t.Item2); };
setMatrix = tuple => { var t = ((string, float[]))tuple; shader.SetMatrix(t.Item1, t.Item2); };
setTexture = tuple => { var t = ((string, ITexture))tuple; shader.SetTexture(t.Item1, t.Item2); };
setVec1 = tuple => { var t = ((string, float))tuple; shader.SetVec(t.Item1, t.Item2); };
setVec2 = tuple => { var t = ((string, float[], int))tuple; shader.SetVec(t.Item1, t.Item2, t.Item3); };
setVec3 = tuple => { var t = ((string, float, float))tuple; shader.SetVec(t.Item1, t.Item2, t.Item3); };
setVec4 = tuple => { var t = ((string, float, float, float))tuple; shader.SetVec(t.Item1, t.Item2, t.Item3, t.Item4); };
}
public void Bind()
{
device.Post(bind);
}
public void PrepareRender()
{
device.Post(prepareRender);
}
public void SetBool(string name, bool value)
{
device.Post(setBool, (name, value));
}
public void SetMatrix(string param, float[] mtx)
{
device.Post(setMatrix, (param, mtx));
}
public void SetTexture(string param, ITexture texture)
{
device.Post(setTexture, (param, texture));
}
public void SetVec(string name, float x)
{
device.Post(setVec1, (name, x));
}
public void SetVec(string name, float[] vec, int length)
{
device.Post(setVec2, (name, vec, length));
}
public void SetVec(string name, float x, float y)
{
device.Post(setVec3, (name, x, y));
}
public void SetVec(string name, float x, float y, float z)
{
device.Post(setVec4, (name, x, y, z));
}
}
}