godot-module-template/engine/modules/jolt_physics/spaces/jolt_job_system.cpp

202 lines
6.8 KiB
C++

/**************************************************************************/
/* 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<Job *>(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<Job>::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<Job *>(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<Job *>(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<const void *, uint64_t> &E : timings_by_job) {
timings.push_back(static_cast<const char *>(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<const void *, uint64_t> &E : timings_by_job) {
E.value = 0;
}
}
#endif