#ifndef VOXEL_BLOCK_THREAD_MANAGER_H #define VOXEL_BLOCK_THREAD_MANAGER_H #include "../math/rect3i.h" #include "../math/vector3i.h" #include "../util/utility.h" #include #include #include // Base structure for an asynchronous block processing manager using threads. // It is the same for block loading and rendering, hence made a generic one. // - Push requests and pop requests in batch // - One or more threads can be used // - Minimizes sync points // - Orders blocks to process the closest ones first // - Merges duplicate requests // - Cancels requests that become out of range // - Takes some stats template class VoxelBlockThreadManager { public: static const int MAX_LOD = 32; // Like VoxelLodTerrain static const int MAX_JOBS = 8; // Arbitrary, should be enough // Specialization must be copyable struct InputBlock { InputBlockData_T data; Vector3i position; // In LOD0 block coordinates unsigned int lod = 0; float sort_heuristic = 0; // Used internally, no need to be set }; // Specialization must be copyable struct OutputBlock { OutputBlockData_T data; Vector3i position; // In LOD0 block coordinates unsigned int lod = 0; // True if the block was actually dropped. // Ideally the requester will agree that it doesn't need that block anymore, // but in cases it still does (bad case), it will have to query it again. bool drop_hint = false; }; struct Input { std::vector blocks; Vector3i priority_position; // In LOD0 block coordinates Vector3 priority_direction; // Where the viewer is looking at int exclusive_region_extent = 0; // Region beyond which the processor is allowed to discard requests bool use_exclusive_region = false; int max_lod_index = 0; bool is_empty() const { return blocks.empty(); } }; struct Stats { bool first = true; uint64_t min_time = 0; uint64_t max_time = 0; uint64_t sorting_time = 0; uint32_t remaining_blocks[MAX_JOBS]; uint32_t thread_count = 0; }; struct Output { Vector blocks; Stats stats; }; // TODO Make job count dynamic, don't start threads in constructor // Creates and starts jobs. // Processors are given as array because you could decide to either re-use the same one, // or have clones depending on them being stateless or not. VoxelBlockThreadManager(unsigned int job_count, unsigned int sync_interval_ms, Processor_T *processors, bool duplicate_rejection = true) { CRASH_COND(job_count < 1); CRASH_COND(job_count >= MAX_JOBS); _job_count = job_count; for (unsigned int i = 0; i < MAX_JOBS; ++i) { JobData &job = _jobs[i]; job.job_index = i; job.duplicate_rejection = duplicate_rejection; job.sync_interval_ms = sync_interval_ms; } for (unsigned int i = 0; i < _job_count; ++i) { JobData &job = _jobs[i]; CRASH_COND(job.thread != nullptr); job.input_mutex = Mutex::create(); job.output_mutex = Mutex::create(); job.semaphore = Semaphore::create(); job.thread = Thread::create(_thread_func, &job); job.needs_sort = true; job.processor = processors[i]; } } ~VoxelBlockThreadManager() { for (unsigned int i = 0; i < _job_count; ++i) { JobData &job = _jobs[i]; job.thread_exit = true; job.semaphore->post(); } for (unsigned int i = 0; i < _job_count; ++i) { JobData &job = _jobs[i]; CRASH_COND(job.thread == nullptr); Thread::wait_to_finish(job.thread); memdelete(job.thread); memdelete(job.semaphore); memdelete(job.input_mutex); memdelete(job.output_mutex); } } void push(const Input &input) { CRASH_COND(_job_count < 1); int replaced_blocks = 0; int highest_pending_count = 0; int lowest_pending_count = 0; // Lock all inputs and gather their pending work counts for (int job_index = 0; job_index < _job_count; ++job_index) { JobData &job = _jobs[job_index]; job.input_mutex->lock(); highest_pending_count = MAX(highest_pending_count, job.shared_input.blocks.size()); lowest_pending_count = MIN(lowest_pending_count, job.shared_input.blocks.size()); } int i = 0; // We don't use a "weakest team gets it" dispatch for speed, // So use median count to prioritize only jobs under that median and not just the highest. int median_pending_count = lowest_pending_count + (highest_pending_count - lowest_pending_count) / 2; // Dispatch to jobs with least pending requests for (int job_index = 0; job_index < _job_count && i < input.blocks.size(); ++job_index) { JobData &job = _jobs[job_index]; int pending_count = job.shared_input.blocks.size(); int count = MIN(median_pending_count - pending_count, input.blocks.size()); if (count > 0) { if (i + count > input.blocks.size()) { count = input.blocks.size() - i; } replaced_blocks += push_block_requests(job, input.blocks, i, count); i += count; } } // Dispatch equal count of remaining requests. // Remainder is dispatched too until consumed through the first jobs. int base_count = (input.blocks.size() - i) / _job_count; int remainder = (input.blocks.size() - i) % _job_count; for (int job_index = 0; job_index < _job_count && i < input.blocks.size(); ++job_index) { JobData &job = _jobs[job_index]; int count = base_count; if (remainder > 0) { ++count; --remainder; } if (i + count > input.blocks.size()) { replaced_blocks += push_block_requests(job, input.blocks, i, input.blocks.size() - i); } else { replaced_blocks += push_block_requests(job, input.blocks, i, count); i += count; } } // Set remaining data on all jobs, unlock inputs and resume for (int job_index = 0; job_index < _job_count; ++job_index) { JobData &job = _jobs[job_index]; if (job.shared_input.priority_position != input.priority_position || input.blocks.size() > 0) { job.needs_sort = true; } job.shared_input.priority_position = input.priority_position; if (input.use_exclusive_region) { job.shared_input.use_exclusive_region = true; job.shared_input.exclusive_region_extent = input.exclusive_region_extent; } bool should_run = !job.shared_input.is_empty(); job.input_mutex->unlock(); if (should_run) { job.semaphore->post(); } } if (replaced_blocks > 0) { print_line(String("VoxelBlockProcessor: {1} blocks already in queue were replaced").format(varray(replaced_blocks))); } } void pop(Output &output) { output.stats = Stats(); output.stats.thread_count = _job_count; // Harvest results from all jobs for (unsigned int i = 0; i < _job_count; ++i) { JobData &job = _jobs[i]; { MutexLock lock(job.output_mutex); output.blocks.append_array(job.shared_output.blocks); merge_stats(output.stats, job.shared_output.stats, i); job.shared_output.blocks.clear(); } } } static Dictionary to_dictionary(const Stats &stats) { Dictionary d; d["min_time"] = stats.min_time; d["max_time"] = stats.max_time; d["sorting_time"] = stats.sorting_time; Array remaining_blocks; remaining_blocks.resize(stats.thread_count); for (int i = 0; i < stats.thread_count; ++i) { remaining_blocks[i] = stats.remaining_blocks[i]; } d["remaining_blocks_per_thread"] = remaining_blocks; return d; } private: struct JobData { // Data accessed from other threads, so they need mutexes Input shared_input; Output shared_output; Mutex *input_mutex = nullptr; Mutex *output_mutex = nullptr; // Indexes which blocks are present in shared_input, // so if we push a duplicate request with the same coordinates, we can discard it without a linear search HashMap block_indexes[MAX_LOD]; bool needs_sort = false; // Only read by the thread bool thread_exit = false; Input input; Output output; Semaphore *semaphore = nullptr; Thread *thread = nullptr; uint32_t sync_interval_ms = 100; uint32_t job_index = -1; bool duplicate_rejection = false; Processor_T processor; }; static void merge_stats(Stats &a, const Stats &b, int job_index) { a.max_time = MAX(a.max_time, b.max_time); a.min_time = MIN(a.min_time, b.min_time); a.remaining_blocks[job_index] = b.remaining_blocks[job_index]; a.sorting_time += b.sorting_time; } int push_block_requests(JobData &job, const std::vector &input_blocks, int begin, int count) { // The job's input must have been locked first int replaced_blocks = 0; int end = begin + count; CRASH_COND(end > input_blocks.size()); for (int i = begin; i < end; ++i) { const InputBlock &block = input_blocks[i]; CRASH_COND(block.lod >= MAX_LOD) if (job.duplicate_rejection) { int *index = job.block_indexes[block.lod].getptr(block.position); // TODO When using more than one thread, duplicate rejection is less effective... is it relevant to keep it at all? if (index) { // The block is already in the update queue, replace it ++replaced_blocks; job.shared_input.blocks[*index] = block; } else { // Append new block request int j = job.shared_input.blocks.size(); job.shared_input.blocks.push_back(block); job.block_indexes[block.lod][block.position] = j; } } else { job.shared_input.blocks.push_back(block); } } return replaced_blocks; } static void _thread_func(void *p_data) { JobData *data = reinterpret_cast(p_data); CRASH_COND(data == nullptr); thread_func(*data); } static void thread_func(JobData &data) { while (!data.thread_exit) { uint32_t sync_time = OS::get_singleton()->get_ticks_msec() + data.sync_interval_ms; int queue_index = 0; Stats stats; thread_sync(data, queue_index, stats, stats.sorting_time); while (!data.input.blocks.empty() && !data.thread_exit) { if (!data.input.blocks.empty()) { InputBlock block = data.input.blocks[queue_index]; ++queue_index; if (queue_index >= data.input.blocks.size()) { data.input.blocks.clear(); } uint64_t time_before = OS::get_singleton()->get_ticks_usec(); OutputBlock ob; // Implemented in specialization data.processor.process_block(block.data, ob.data, block.position, block.lod); ob.position = block.position; ob.lod = block.lod; uint64_t time_taken = OS::get_singleton()->get_ticks_usec() - time_before; // Do some stats if (stats.first) { stats.first = false; stats.min_time = time_taken; stats.max_time = time_taken; } else { if (time_taken < stats.min_time) { stats.min_time = time_taken; } if (time_taken > stats.max_time) { stats.max_time = time_taken; } } data.output.blocks.push_back(ob); } uint32_t time = OS::get_singleton()->get_ticks_msec(); if (time >= sync_time || data.input.blocks.empty()) { uint64_t sort_time; thread_sync(data, queue_index, stats, sort_time); sync_time = OS::get_singleton()->get_ticks_msec() + data.sync_interval_ms; queue_index = 0; stats = Stats(); stats.sorting_time = sort_time; } } if (data.thread_exit) { break; } // Wait for future wake-up data.semaphore->wait(); } } static inline float get_priority_heuristic(const InputBlock &a, const Vector3i &viewer_block_pos, const Vector3 &viewer_direction, int max_lod) { int f = 1 << a.lod; Vector3i p = a.position * f; float d = Math::sqrt(p.distance_sq(viewer_block_pos) + 0.1f); float dp = viewer_direction.dot(viewer_block_pos.to_vec3() / d); // Higher lod indexes come first to allow the octree to subdivide. // Then comes distance, which is modified by how much in view the block is return (max_lod - a.lod) * 10000.f + d + (1.f - dp) * 4.f * f; } struct BlockUpdateComparator { inline bool operator()(const InputBlock &a, const InputBlock &b) const { return a.sort_heuristic < b.sort_heuristic; } }; static void thread_sync(JobData &data, int queue_index, Stats stats, uint64_t &out_sort_time) { if (!data.input.blocks.empty()) { // Cleanup input vector if (queue_index >= data.input.blocks.size()) { data.input.blocks.clear(); } else if (queue_index > 0) { // Shift up remaining items since we use a Vector shift_up(data.input.blocks, queue_index); } } stats.remaining_blocks[data.job_index] = data.input.blocks.size(); bool needs_sort; // Get input { MutexLock lock(data.input_mutex); // Copy requests from shared to internal append_array(data.input.blocks, data.shared_input.blocks); data.input.priority_position = data.shared_input.priority_position; if (data.shared_input.use_exclusive_region) { data.input.use_exclusive_region = true; data.input.exclusive_region_extent = data.shared_input.exclusive_region_extent; } data.shared_input.blocks.clear(); if (data.duplicate_rejection) { for (unsigned int lod_index = 0; lod_index < MAX_LOD; ++lod_index) { data.block_indexes[lod_index].clear(); } } needs_sort = data.needs_sort; data.needs_sort = false; } if (!data.output.blocks.empty()) { // print_line(String("VoxelMeshUpdater: posting {0} blocks, {1} remaining ; cost [{2}..{3}] usec") // .format(varray(_output.blocks.size(), _input.blocks.size(), stats.min_time, stats.max_time))); // Copy output to shared MutexLock lock(data.output_mutex); data.shared_output.blocks.append_array(data.output.blocks); data.shared_output.stats = stats; data.output.blocks.clear(); } // Cancel blocks outside exclusive region. // We do this early because if the player keeps moving forward, // we would keep accumulating requests forever, and that means slower sorting and memory waste //int dropped_count = 0; if (data.input.use_exclusive_region) { for (int i = 0; i < data.input.blocks.size(); ++i) { const InputBlock &ib = data.input.blocks[i]; Rect3i box = Rect3i::from_center_extents(data.input.priority_position >> ib.lod, Vector3i(data.input.exclusive_region_extent)); if (!box.contains(ib.position)) { // Indicate the caller that we dropped that block. // This can help troubleshoot bugs in some situations. OutputBlock ob; ob.position = ib.position; ob.lod = ib.lod; ob.drop_hint = true; data.output.blocks.push_back(ob); // We'll put that block in replacement of the dropped one and pop the last cell, // so we don't need to shift every following blocks const InputBlock &shifted_block = data.input.blocks.back(); if (data.duplicate_rejection) { data.block_indexes[ib.lod].erase(ib.position); data.block_indexes[shifted_block.lod][shifted_block.position] = i; } // Do this last because it invalidates `ib` data.input.blocks[i] = shifted_block; data.input.blocks.pop_back(); // Move back to redo this index, since we replaced the current block --i; //++dropped_count; } } } // TODO Make it part of stats? // if (dropped_count > 0) { // print_line(String("Dropped {0} blocks to mesh from thread").format(varray(dropped_count))); // } uint64_t time_before = OS::get_singleton()->get_ticks_usec(); if (!data.input.blocks.empty() && needs_sort) { for (auto it = data.input.blocks.begin(); it != data.input.blocks.end(); ++it) { InputBlock &ib = *it; ib.sort_heuristic = get_priority_heuristic(ib, data.input.priority_position, data.input.priority_direction, data.input.max_lod_index); } // Re-sort priority SortArray sorter; sorter.sort(data.input.blocks.data(), data.input.blocks.size()); } out_sort_time = OS::get_singleton()->get_ticks_usec() - time_before; } JobData _jobs[MAX_JOBS]; unsigned int _job_count = 0; }; #endif // VOXEL_BLOCK_THREAD_MANAGER_H