#include #include #include #include "til.h" #include "til_fb.h" #include "til_threads.h" #include "til_util.h" typedef struct til_thread_t { til_threads_t *threads; pthread_t pthread; unsigned id; } til_thread_t; typedef struct til_threads_t { unsigned n_threads; pthread_mutex_t idle_mutex; pthread_cond_t idle_cond; unsigned n_idle; pthread_mutex_t frame_mutex; pthread_cond_t frame_cond; void (*render_fragment_func)(til_module_context_t *context, til_stream_t *stream, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr); void *context; til_stream_t *stream; til_fb_fragment_t **fragment_ptr; til_frame_plan_t frame_plan; unsigned ticks; unsigned next_fragment; unsigned frame_num; til_thread_t threads[]; } til_threads_t; /* render fragments using the supplied render function */ static void * thread_func(void *_thread) { til_thread_t *thread = _thread; til_threads_t *threads = thread->threads; unsigned prev_frame_num = 0; pthread_setcanceltype(PTHREAD_CANCEL_ASYNCHRONOUS, NULL); for (;;) { /* wait for a new frame */ pthread_mutex_lock(&threads->frame_mutex); pthread_cleanup_push((void (*)(void *))pthread_mutex_unlock, &threads->frame_mutex); while (threads->frame_num == prev_frame_num) pthread_cond_wait(&threads->frame_cond, &threads->frame_mutex); prev_frame_num = threads->frame_num; pthread_cleanup_pop(1); if (threads->frame_plan.cpu_affinity) { /* render only fragments for my thread->id */ unsigned frag_num = thread->id; /* This is less performant, since we'll spin until our fragnum comes up, * rather than just rendering whatever's next whenever we're available. * * Some modules allocate persistent per-cpu state affecting the contents of fragments, * which may require a consistent mapping of CPU to fragnum across frames. */ for (;;) { til_fb_fragment_t texture, frag, *frag_ptr = &frag; /* XXX: jank alert, need to cleanup texture integration TODO */ if ((*(threads->fragment_ptr))->texture) frag.texture = &texture; /* provide space, but the fragmenter must populate it */ while (!__sync_bool_compare_and_swap(&threads->next_fragment, frag_num, frag_num + 1)); if (!threads->frame_plan.fragmenter(threads->context, *(threads->fragment_ptr), frag_num, &frag)) break; threads->render_fragment_func(threads->context, threads->stream, threads->ticks, thread->id, &frag_ptr); frag_num += threads->n_threads; } } else { /* render *any* available fragment */ for (;;) { unsigned frag_num; til_fb_fragment_t texture, frag, *frag_ptr = &frag; /* XXX: jank alert, need to cleanup texture integration TODO */ if ((*(threads->fragment_ptr))->texture) frag.texture = &texture; /* provide space, but the fragmenter must populate it */ frag_num = __sync_fetch_and_add(&threads->next_fragment, 1); if (!threads->frame_plan.fragmenter(threads->context, *(threads->fragment_ptr), frag_num, &frag)) break; threads->render_fragment_func(threads->context, threads->stream, threads->ticks, thread->id, &frag_ptr); } } /* report as idle */ pthread_mutex_lock(&threads->idle_mutex); pthread_cleanup_push((void (*)(void *))pthread_mutex_unlock, &threads->idle_mutex); threads->n_idle++; if (threads->n_idle == threads->n_threads) /* Frame finished! Notify potential waiter. */ pthread_cond_signal(&threads->idle_cond); pthread_cleanup_pop(1); } return NULL; } /* wait for all threads to be idle */ void til_threads_wait_idle(til_threads_t *threads) { pthread_mutex_lock(&threads->idle_mutex); pthread_cleanup_push((void (*)(void *))pthread_mutex_unlock, &threads->idle_mutex); while (threads->n_idle < threads->n_threads) pthread_cond_wait(&threads->idle_cond, &threads->idle_mutex); pthread_cleanup_pop(1); } /* submit a frame's fragments to the threads */ void til_threads_frame_submit(til_threads_t *threads, til_fb_fragment_t **fragment_ptr, til_frame_plan_t *frame_plan, void (*render_fragment_func)(til_module_context_t *context, til_stream_t *stream, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr), til_module_context_t *context, til_stream_t *stream, unsigned ticks) { til_threads_wait_idle(threads); /* XXX: likely non-blocking; already happens pre page flip */ pthread_mutex_lock(&threads->frame_mutex); pthread_cleanup_push((void (*)(void *))pthread_mutex_unlock, &threads->frame_mutex); threads->fragment_ptr = fragment_ptr; threads->frame_plan = *frame_plan; threads->render_fragment_func = render_fragment_func; threads->context = context; threads->stream = stream; threads->ticks = ticks; threads->frame_num++; threads->n_idle = threads->next_fragment = 0; pthread_cond_broadcast(&threads->frame_cond); pthread_cleanup_pop(1); } /* create threads instance, a thread per cpu is created */ til_threads_t * til_threads_create(void) { unsigned num = til_get_ncpus(); til_threads_t *threads; threads = calloc(1, sizeof(til_threads_t) + sizeof(til_thread_t) * num); if (!threads) return NULL; threads->n_idle = threads->n_threads = num; pthread_mutex_init(&threads->idle_mutex, NULL); pthread_cond_init(&threads->idle_cond, NULL); pthread_mutex_init(&threads->frame_mutex, NULL); pthread_cond_init(&threads->frame_cond, NULL); for (unsigned i = 0; i < num; i++) { til_thread_t *thread = &threads->threads[i]; thread->threads = threads; thread->id = i; pthread_create(&thread->pthread, NULL, thread_func, thread); } return threads; } /* destroy a threads instance */ void til_threads_destroy(til_threads_t *threads) { for (unsigned i = 0; i < threads->n_threads; i++) pthread_cancel(threads->threads[i].pthread); for (unsigned i = 0; i < threads->n_threads; i++) pthread_join(threads->threads[i].pthread, NULL); pthread_mutex_destroy(&threads->idle_mutex); pthread_cond_destroy(&threads->idle_cond); pthread_mutex_destroy(&threads->frame_mutex); pthread_cond_destroy(&threads->frame_cond); free(threads); } /* return the number of threads */ unsigned til_threads_num_threads(til_threads_t *threads) { return threads->n_threads; }