More improvements to chunk's threading logic. Also removed the build_phase_done function I added a few hours ago, and made build_phase return a bool (true if the phase is completed, false if not), essentially achieving the same effect.

This commit is contained in:
Relintai 2020-02-12 20:34:16 +01:00
parent 8a2524dc57
commit 3a8310c51f
2 changed files with 47 additions and 72 deletions

View File

@ -38,6 +38,19 @@ _FORCE_INLINE_ void VoxelChunk::set_is_build_threaded(bool value) {
_is_build_threaded = value;
}
bool VoxelChunk::get_build_phase_done() const {
_build_phase_done_mutex->lock();
bool v = _build_phase_done_mutex;
_build_phase_done_mutex->unlock();
return v;
}
void VoxelChunk::set_build_phase_done(bool value) {
_build_phase_done_mutex->lock();
_build_phase_done = value;
_build_phase_done_mutex->unlock();
}
_FORCE_INLINE_ bool VoxelChunk::get_dirty() const {
return _dirty;
}
@ -570,46 +583,33 @@ void VoxelChunk::build_prioritized() {
void VoxelChunk::_build_step() {
ERR_FAIL_COND(!has_next_phase());
if (_is_build_threaded) {
if (is_phase_threaded(get_current_build_phase())) {
ERR_FAIL_COND(_build_thread != NULL);
while (has_next_phase() && build_phase())
;
_build_thread = Thread::create(_build_threaded, this);
} else {
if (has_next_phase())
build_phase();
}
} else {
while (is_phase_threaded(get_current_build_phase()) && has_next_phase()) {
build_phase();
}
//call the next non-threaded phase aswell
if (has_next_phase())
build_phase();
}
//call the next non-threaded phase aswell
if (has_next_phase())
build_phase();
}
void VoxelChunk::_build_threaded(void *_userdata) {
VoxelChunk *vc = (VoxelChunk *)_userdata;
while (vc->is_phase_threaded(vc->get_current_build_phase()) && vc->has_next_phase()) {
vc->build_phase();
}
while (vc->has_next_phase() && vc->build_phase())
;
}
void VoxelChunk::build_phase() {
_build_phase_done = false;
bool VoxelChunk::build_phase() {
set_build_phase_done(false);
call("_build_phase", _current_build_phase);
return call("_build_phase", _current_build_phase);
}
void VoxelChunk::_build_phase(int phase) {
ERR_FAIL_COND(!_library.is_valid());
bool VoxelChunk::_build_phase(int phase) {
ERR_FAIL_COND_V(!_library.is_valid(), true);
switch (phase) {
case BUILD_PHASE_DONE:
return;
return true;
case BUILD_PHASE_SETUP: {
if (_meshers.size() == 0) {
create_meshers();
@ -626,7 +626,7 @@ void VoxelChunk::_build_phase(int phase) {
next_phase();
return;
return true;
}
case BUILD_PHASE_TERRARIN_MESH_SETUP: {
for (int i = 0; i < _meshers.size(); ++i) {
@ -639,7 +639,7 @@ void VoxelChunk::_build_phase(int phase) {
next_phase();
return;
return true;
}
case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
if (get_create_collider()) {
@ -648,7 +648,7 @@ void VoxelChunk::_build_phase(int phase) {
next_phase();
return;
return true;
}
case BUILD_PHASE_TERRARIN_MESH: {
for (int i = 0; i < _meshers.size(); ++i) {
@ -663,7 +663,7 @@ void VoxelChunk::_build_phase(int phase) {
next_phase();
return;
return true;
}
case BUILD_PHASE_PROP_MESH: {
for (int i = 0; i < _meshers.size(); ++i) {
@ -681,7 +681,7 @@ void VoxelChunk::_build_phase(int phase) {
next_phase();
return;
return false;
}
case BUILD_PHASE_PROP_COLLIDER: {
@ -701,7 +701,7 @@ void VoxelChunk::_build_phase(int phase) {
next_phase();
return;
return true;
}
/*
case BUILD_PHASE_LIQUID: {
@ -728,10 +728,11 @@ void VoxelChunk::_build_phase(int phase) {
next_phase();
return;
return true;
}
}
return true;
//next_phase();
}
@ -743,7 +744,7 @@ bool VoxelChunk::has_next_phase() {
}
void VoxelChunk::next_phase() {
_build_phase_done = true;
set_build_phase_done(true);
if (_abort_build) {
_current_build_phase = BUILD_PHASE_DONE;
@ -764,25 +765,6 @@ void VoxelChunk::next_phase() {
}
}
bool VoxelChunk::is_phase_threaded(int phase) {
return call("_is_phase_threaded", phase);
}
bool VoxelChunk::_is_phase_threaded(int phase) {
switch (phase) {
case BUILD_PHASE_SETUP:
case BUILD_PHASE_TERRARIN_MESH_SETUP:
case BUILD_PHASE_TERRARIN_MESH_COLLIDER:
//case BUILD_PHASE_LIGHTS:
case BUILD_PHASE_TERRARIN_MESH:
//case BUILD_PHASE_PROP_MESH:
case BUILD_PHASE_PROP_COLLIDER:
case BUILD_PHASE_FINALIZE:
return true;
}
return false;
}
void VoxelChunk::clear() {
_voxel_lights.clear();
}
@ -1280,6 +1262,7 @@ VoxelChunk::VoxelChunk() {
_margin_end = 0;
_build_prioritized = false;
_build_phase_done_mutex = Mutex::create();
_build_phase_done = false;
_build_thread = NULL;
}
@ -1310,6 +1293,8 @@ VoxelChunk::~VoxelChunk() {
memdelete_arr(ch);
}
}
memdelete(_build_phase_done_mutex);
}
void VoxelChunk::_notification(int p_what) {
@ -1322,16 +1307,7 @@ void VoxelChunk::_notification(int p_what) {
}
}
case NOTIFICATION_INTERNAL_PROCESS: {
//if (_build_prioritized) {
//while (has_next_phase() && _build_phase_done) {
// _build_step();
// wait_and_finish_thread();
//}
// return;
//}
if (has_next_phase() && _build_phase_done) {
if (has_next_phase() && get_build_phase_done()) {
wait_and_finish_thread();
_build_step();
@ -1351,10 +1327,6 @@ void VoxelChunk::wait_and_finish_thread() {
void VoxelChunk::_bind_methods() {
ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
BIND_VMETHOD(MethodInfo("_is_phase_threaded", PropertyInfo(Variant::INT, "phase")));
ClassDB::bind_method(D_METHOD("is_phase_threaded", "phase"), &VoxelChunk::is_phase_threaded);
ClassDB::bind_method(D_METHOD("_is_phase_threaded", "phase"), &VoxelChunk::_is_phase_threaded);
BIND_VMETHOD(MethodInfo("_prop_added", PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunkPropData")));
BIND_VMETHOD(MethodInfo("_create_meshers"));
@ -1500,7 +1472,7 @@ void VoxelChunk::_bind_methods() {
//Meshes
ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
BIND_VMETHOD(MethodInfo("_build_phase", PropertyInfo(Variant::INT, "phase")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "is_done"), "_build_phase", PropertyInfo(Variant::INT, "phase")));
ClassDB::bind_method(D_METHOD("build_deferred"), &VoxelChunk::build_deferred);
ClassDB::bind_method(D_METHOD("build_prioritized"), &VoxelChunk::build_prioritized);

View File

@ -26,6 +26,7 @@ SOFTWARE.
#include "scene/3d/spatial.h"
#include "core/engine.h"
#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "core/os/thread_safe.h"
#include "core/ustring.h"
@ -109,6 +110,9 @@ public:
bool get_is_build_threaded() const;
void set_is_build_threaded(bool value);
bool get_build_phase_done() const;
void set_build_phase_done(bool value);
bool get_dirty() const;
void set_dirty(bool value);
@ -222,13 +226,11 @@ public:
void build_prioritized();
static void _build_threaded(void *_userdata);
void build_phase();
bool build_phase();
void _build_step();
void _build_phase(int phase);
bool _build_phase(int phase);
bool has_next_phase();
void next_phase();
bool is_phase_threaded(int phase);
bool _is_phase_threaded(int phase);
void clear();
@ -377,6 +379,7 @@ protected:
bool _bake_lights;
bool _build_prioritized;
Mutex *_build_phase_done_mutex;
bool _build_phase_done;
Thread *_build_thread;
};