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-rw-r--r--src/modules/ray/ray_threads.c111
1 files changed, 0 insertions, 111 deletions
diff --git a/src/modules/ray/ray_threads.c b/src/modules/ray/ray_threads.c
deleted file mode 100644
index 2369687..0000000
--- a/src/modules/ray/ray_threads.c
+++ /dev/null
@@ -1,111 +0,0 @@
-#include <pthread.h>
-#include <stdlib.h>
-
-#include "fb.h"
-
-#include "ray_scene.h"
-#include "ray_threads.h"
-
-#define BUSY_WAIT_NUM 1000000000 /* How much to spin before sleeping in pthread_cond_wait() */
-
-/* for now assuming x86 */
-#define cpu_relax() \
- __asm__ __volatile__ ( "pause\n" : : : "memory")
-
-/* This is a very simple/naive implementation, there's certainly room for improvement.
- *
- * Without the BUSY_WAIT_NUM spinning this approach seems to leave a fairly
- * substantial proportion of CPU idle while waiting for the render thread to
- * complete on my core 2 duo.
- *
- * It's probably just latency in getting the render thread woken when the work
- * is submitted, and since the fragments are split equally the main thread gets
- * a head start and has to wait when it finishes first. The spinning is just
- * an attempt to avoid going to sleep while the render threads finish, there
- * still needs to be improvement in how the work is submitted.
- *
- * I haven't spent much time on optimizing the raytracer yet.
- */
-
-static void * ray_thread_func(void *_thread)
-{
- ray_thread_t *thread = _thread;
-
- for (;;) {
- pthread_mutex_lock(&thread->mutex);
- while (thread->fragment == NULL)
- pthread_cond_wait(&thread->cond, &thread->mutex);
-
- ray_scene_render_fragment(thread->scene, thread->camera, thread->fragment);
- thread->fragment = NULL;
- pthread_mutex_unlock(&thread->mutex);
- pthread_cond_signal(&thread->cond);
- }
-
- return NULL;
-}
-
-
-void ray_thread_fragment_submit(ray_thread_t *thread, ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment)
-{
- pthread_mutex_lock(&thread->mutex);
- while (thread->fragment != NULL) /* XXX: never true due to ray_thread_wait_idle() */
- pthread_cond_wait(&thread->cond, &thread->mutex);
-
- thread->fragment = fragment;
- thread->scene = scene;
- thread->camera = camera;
-
- pthread_mutex_unlock(&thread->mutex);
- pthread_cond_signal(&thread->cond);
-}
-
-
-void ray_thread_wait_idle(ray_thread_t *thread)
-{
- unsigned n;
-
- /* Spin before going to sleep, the other thread should not take substantially longer. */
- for (n = 0; thread->fragment != NULL && n < BUSY_WAIT_NUM; n++)
- cpu_relax();
-
- pthread_mutex_lock(&thread->mutex);
- while (thread->fragment != NULL)
- pthread_cond_wait(&thread->cond, &thread->mutex);
- pthread_mutex_unlock(&thread->mutex);
-}
-
-
-ray_threads_t * ray_threads_create(unsigned num)
-{
- ray_threads_t *threads;
- unsigned i;
-
- threads = malloc(sizeof(ray_threads_t) + sizeof(ray_thread_t) * num);
- if (!threads)
- return NULL;
-
- for (i = 0; i < num; i++) {
- pthread_mutex_init(&threads->threads[i].mutex, NULL);
- pthread_cond_init(&threads->threads[i].cond, NULL);
- threads->threads[i].fragment = NULL;
- pthread_create(&threads->threads[i].thread, NULL, ray_thread_func, &threads->threads[i]);
- }
- threads->n_threads = num;
-
- return threads;
-}
-
-
-void ray_threads_destroy(ray_threads_t *threads)
-{
- unsigned i;
-
- for (i = 0; i < threads->n_threads; i++)
- pthread_cancel(threads->threads[i].thread);
-
- for (i = 0; i < threads->n_threads; i++)
- pthread_join(threads->threads[i].thread, NULL);
-
- free(threads);
-}
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