162 lines
5.6 KiB
C
162 lines
5.6 KiB
C
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/****************************************************************************
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Copyright (c) 2009, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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//------------------------------------------------------------------------------
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/**
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@class FrameSync::FrameSyncHandlerThread
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A special handler thread class for synchronizing the render thread and
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the game thread (and possibly other threads which need to run in
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lock-step with the render thread).
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The FrameSyncHandlerThread object implements a clearly defined sync point
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which separates the previous frame from the next frame for all
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participating threads:
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- all threads arrive at the frame sync point and wait for the arrival
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of the other threads
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- once all threads have arrived:
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- advance the master time
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- flip message queues
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- start all threads
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*/
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#include "core/singleton.h"
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#include "messaging/handlerthreadbase.h"
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#include "timing/timer.h"
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#include "threading/threadbarrier.h"
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#include "threading/safequeue.h"
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#include "threading/criticalsection.h"
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//------------------------------------------------------------------------------
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namespace FrameSync
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{
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class FrameSyncHandlerThread : public Messaging::HandlerThreadBase
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{
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__DeclareClass(FrameSyncHandlerThread);
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__DeclareImageSingleton(FrameSyncHandlerThread);
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public:
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static const SizeT NumSyncThreads = 2; // render thread and main thread
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/// constructor
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FrameSyncHandlerThread();
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/// destructor
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virtual ~FrameSyncHandlerThread();
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/// enter lock-step mode
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void EnterLockStepMode();
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/// leave lock-step mode
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void LeaveLockStepMode();
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/// return true if currently in lock-step mode
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bool LockStepModeActive() const;
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/// get the current frame count (also available on FrameSyncTimer)
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IndexT GetFrameCount() const;
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/// start fixed frame time mode
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void StartFixedFrameTime(Timing::Time frameTime);
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/// stop fixed frame time mode
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void StopFixedFrameTime();
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/// check whether the fixed frame time mode is currently active
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bool IsFixedFrameTime();
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/// notify arrival at sync point
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void ArriveAtSyncPoint(bool masterThread);
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/// add a message to be handled
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virtual void AddMessage(const GPtr<Messaging::Message>& msg);
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/// cancel a pending message
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virtual void CancelMessage(const GPtr<Messaging::Message>& msg);
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/// wait for message to be handled
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virtual void WaitForMessage(const GPtr<Messaging::Message>& msg);
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/// this method runs in the thread context
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virtual void DoWork();
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private:
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friend class FrameSyncTimer;
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/// start the master time (SLOW!)
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void StartMasterTime();
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/// stop the master time (SLOW!)
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void StopMasterTime();
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/// reset the master time (SLOW!)
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void ResetMasterTime();
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/// return true if time is running (SLOW!)
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bool IsMasterTimeRunning() const;
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/// safely get the current frame time (SLOW!)
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Timing::Time SafeGetMasterTime() const;
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/// update the time (called during sync point)
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void SyncUpdateTime();
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/// update the thread-local FrameSyncTimer singleton
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void SyncUpdateThreadLocalFrameSyncTimer();
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/// flip message queues
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void SyncFlipMessageQueue();
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volatile int lockStepMode;
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volatile int frameCount;
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volatile int fixedFrameTimeMode;
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Threading::ThreadBarrier threadBarrier;
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Threading::Event frameSyncEvent;
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Threading::CriticalSection frameCritSect;
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Timing::Timer masterTimer;
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Timing::Time curTime;
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Timing::Time fixedFrameTime;
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Timing::Time realTime;
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Threading::SafeQueue<GPtr<Messaging::Message> > msgQueue; // incoming messages
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Util::Array<GPtr<Messaging::Message> > msgArray; // processed messages
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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FrameSyncHandlerThread::LockStepModeActive() const
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{
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return (0 != this->lockStepMode);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline SizeT
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FrameSyncHandlerThread::GetFrameCount() const
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{
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// incremented through interlocked function, no need for crit sect
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return this->frameCount;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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FrameSyncHandlerThread::IsFixedFrameTime()
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{
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return (0 != this->fixedFrameTimeMode);
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}
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} // namespace FrameSync
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//------------------------------------------------------------------------------
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