/**************************************************************************/ /* jolt_job_system.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "jolt_job_system.h" #include "../jolt_project_settings.h" #include "core/debugger/engine_debugger.h" #include "core/object/worker_thread_pool.h" #include "core/os/os.h" #include "core/os/time.h" #include "Jolt/Physics/PhysicsSettings.h" void JoltJobSystem::Job::_execute(void *p_user_data) { Job *job = static_cast(p_user_data); #ifdef DEBUG_ENABLED const uint64_t time_start = Time::get_singleton()->get_ticks_usec(); #endif job->Execute(); #ifdef DEBUG_ENABLED const uint64_t time_end = Time::get_singleton()->get_ticks_usec(); const uint64_t time_elapsed = time_end - time_start; timings_lock.lock(); timings_by_job[job->name] += time_elapsed; timings_lock.unlock(); #endif job->Release(); } JoltJobSystem::Job::Job(const char *p_name, JPH::ColorArg p_color, JPH::JobSystem *p_job_system, const JPH::JobSystem::JobFunction &p_job_function, JPH::uint32 p_dependency_count) : JPH::JobSystem::Job(p_name, p_color, p_job_system, p_job_function, p_dependency_count) #ifdef DEBUG_ENABLED , name(p_name) #endif { } JoltJobSystem::Job::~Job() { if (task_id != -1) { WorkerThreadPool::get_singleton()->wait_for_task_completion(task_id); } } void JoltJobSystem::Job::push_completed(Job *p_job) { Job *prev_head = nullptr; do { prev_head = completed_head.load(std::memory_order_relaxed); p_job->completed_next = prev_head; } while (!completed_head.compare_exchange_weak(prev_head, p_job, std::memory_order_release, std::memory_order_relaxed)); } JoltJobSystem::Job *JoltJobSystem::Job::pop_completed() { Job *prev_head = nullptr; do { prev_head = completed_head.load(std::memory_order_relaxed); if (prev_head == nullptr) { return nullptr; } } while (!completed_head.compare_exchange_weak(prev_head, prev_head->completed_next, std::memory_order_acquire, std::memory_order_relaxed)); return prev_head; } void JoltJobSystem::Job::queue() { AddRef(); // Ideally we would use Jolt's actual job name here, but I'd rather not incur the overhead of a memory allocation or // thread-safe lookup every time we create/queue a task. So instead we use the same cached description for all of them. static const String task_name("Jolt Physics"); task_id = WorkerThreadPool::get_singleton()->add_native_task(&_execute, this, true, task_name); } int JoltJobSystem::GetMaxConcurrency() const { return thread_count; } JPH::JobHandle JoltJobSystem::CreateJob(const char *p_name, JPH::ColorArg p_color, const JPH::JobSystem::JobFunction &p_job_function, JPH::uint32 p_dependency_count) { Job *job = nullptr; while (true) { JPH::uint32 job_index = jobs.ConstructObject(p_name, p_color, this, p_job_function, p_dependency_count); if (job_index != JPH::FixedSizeFreeList::cInvalidObjectIndex) { job = &jobs.Get(job_index); break; } WARN_PRINT_ONCE("Jolt Physics job system exceeded the maximum number of jobs. This should not happen. Please report this. Waiting for jobs to become available..."); OS::get_singleton()->delay_usec(100); _reclaim_jobs(); } // This will increment the job's reference count, so must happen before we queue the job JPH::JobHandle job_handle(job); if (p_dependency_count == 0) { QueueJob(job); } return job_handle; } void JoltJobSystem::QueueJob(JPH::JobSystem::Job *p_job) { static_cast(p_job)->queue(); } void JoltJobSystem::QueueJobs(JPH::JobSystem::Job **p_jobs, JPH::uint p_job_count) { for (JPH::uint i = 0; i < p_job_count; ++i) { QueueJob(p_jobs[i]); } } void JoltJobSystem::FreeJob(JPH::JobSystem::Job *p_job) { Job::push_completed(static_cast(p_job)); } void JoltJobSystem::_reclaim_jobs() { while (Job *job = Job::pop_completed()) { jobs.DestructObject(job); } } JoltJobSystem::JoltJobSystem() : JPH::JobSystemWithBarrier(JPH::cMaxPhysicsBarriers), thread_count(MAX(1, WorkerThreadPool::get_singleton()->get_thread_count())) { jobs.Init(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsJobs); } void JoltJobSystem::pre_step() { // Nothing to do. } void JoltJobSystem::post_step() { _reclaim_jobs(); } #ifdef DEBUG_ENABLED void JoltJobSystem::flush_timings() { static const StringName profiler_name("servers"); EngineDebugger *engine_debugger = EngineDebugger::get_singleton(); if (engine_debugger->is_profiling(profiler_name)) { Array timings; for (const KeyValue &E : timings_by_job) { timings.push_back(static_cast(E.key)); timings.push_back(USEC_TO_SEC(E.value)); } timings.push_front("physics_3d"); engine_debugger->profiler_add_frame_data(profiler_name, timings); } for (KeyValue &E : timings_by_job) { E.value = 0; } } #endif