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-rw-r--r--src/modules/ray/Makefile.am2
-rw-r--r--src/modules/ray/ray.c1
-rw-r--r--src/modules/ray/ray_scene.c17
-rw-r--r--src/modules/ray/ray_scene.h2
-rw-r--r--src/modules/ray/ray_threads.c111
-rw-r--r--src/modules/ray/ray_threads.h30
6 files changed, 1 insertions, 162 deletions
diff --git a/src/modules/ray/Makefile.am b/src/modules/ray/Makefile.am
index 7acfdd8..957b6d1 100644
--- a/src/modules/ray/Makefile.am
+++ b/src/modules/ray/Makefile.am
@@ -1,4 +1,4 @@
noinst_LIBRARIES = libray.a
-libray_a_SOURCES = ray_3f.h ray.c ray_camera.c ray_camera.h ray_color.h ray_euler.c ray_euler.h ray.h ray_light_emitter.h ray_object.c ray_object.h ray_object_light.h ray_object_plane.h ray_object_point.h ray_object_sphere.h ray_object_type.h ray_ray.h ray_scene.c ray_scene.h ray_surface.h ray_threads.c ray_threads.h
+libray_a_SOURCES = ray_3f.h ray.c ray_camera.c ray_camera.h ray_color.h ray_euler.c ray_euler.h ray.h ray_light_emitter.h ray_object.c ray_object.h ray_object_light.h ray_object_plane.h ray_object_point.h ray_object_sphere.h ray_object_type.h ray_ray.h ray_scene.c ray_scene.h ray_surface.h
libray_a_CFLAGS = @ROTOTILLER_CFLAGS@ -ffast-math
libray_a_CPPFLAGS = @ROTOTILLER_CFLAGS@ -I@top_srcdir@/src
diff --git a/src/modules/ray/ray.c b/src/modules/ray/ray.c
index 9847bd9..e79bfaf 100644
--- a/src/modules/ray/ray.c
+++ b/src/modules/ray/ray.c
@@ -9,7 +9,6 @@
#include "ray_camera.h"
#include "ray_object.h"
#include "ray_scene.h"
-#include "ray_threads.h"
/* Copyright (C) 2016-2017 Vito Caputo <vcaputo@pengaru.com> */
diff --git a/src/modules/ray/ray_scene.c b/src/modules/ray/ray_scene.c
index b4cddad..e2c7f2c 100644
--- a/src/modules/ray/ray_scene.c
+++ b/src/modules/ray/ray_scene.c
@@ -8,7 +8,6 @@
#include "ray_object.h"
#include "ray_ray.h"
#include "ray_scene.h"
-#include "ray_threads.h"
#define MAX_RECURSION_DEPTH 5
@@ -168,19 +167,3 @@ void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_frag
buf += stride;
} while (ray_camera_frame_y_step(&frame));
}
-
-/* we expect fragments[threads->n_threads + 1], or fragments[1] when threads == NULL */
-void ray_scene_render_fragments(ray_scene_t *scene, ray_camera_t *camera, ray_threads_t *threads, fb_fragment_t *fragments)
-{
- unsigned n_threads = threads ? threads->n_threads + 1 : 1;
- unsigned i;
-
- for (i = 1; i < n_threads; i++)
- ray_thread_fragment_submit(&threads->threads[i - 1], scene, camera, &fragments[i]);
-
- /* always render the zero fragment in-line */
- ray_scene_render_fragment(scene, camera, &fragments[0]);
-
- for (i = 1; i < n_threads; i++)
- ray_thread_wait_idle(&threads->threads[i - 1]);
-}
diff --git a/src/modules/ray/ray_scene.h b/src/modules/ray/ray_scene.h
index e9781c6..9a31d80 100644
--- a/src/modules/ray/ray_scene.h
+++ b/src/modules/ray/ray_scene.h
@@ -6,7 +6,6 @@
#include "ray_camera.h"
#include "ray_color.h"
#include "ray_ray.h"
-#include "ray_threads.h"
typedef union ray_object_t ray_object_t;
@@ -21,7 +20,6 @@ typedef struct ray_scene_t {
float ambient_brightness;
} ray_scene_t;
-void ray_scene_render_fragments(ray_scene_t *scene, ray_camera_t *camera, ray_threads_t *threads, fb_fragment_t *fragments);
void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment);
#endif
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);
-}
diff --git a/src/modules/ray/ray_threads.h b/src/modules/ray/ray_threads.h
deleted file mode 100644
index b4c601d..0000000
--- a/src/modules/ray/ray_threads.h
+++ /dev/null
@@ -1,30 +0,0 @@
-#ifndef _RAY_THREADS_H
-#define _RAY_THREADS_H
-
-#include <pthread.h>
-
-typedef struct ray_scene_t ray_scene_t;
-typedef struct ray_camera_t ray_camera_t;
-typedef struct fb_fragment_t fb_fragment_t;
-
-typedef struct ray_thread_t {
- pthread_t thread;
- pthread_mutex_t mutex;
- pthread_cond_t cond;
- ray_scene_t *scene;
- ray_camera_t *camera;
- fb_fragment_t *fragment;
-} ray_thread_t;
-
-typedef struct ray_threads_t {
- unsigned n_threads;
- ray_thread_t threads[];
-} ray_threads_t;
-
-
-ray_threads_t * ray_threads_create(unsigned num);
-void ray_threads_destroy(ray_threads_t *threads);
-
-void ray_thread_fragment_submit(ray_thread_t *thread, ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment);
-void ray_thread_wait_idle(ray_thread_t *thread);
-#endif
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