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XCEngine/engine/third_party/physx/source/physxextensions/src/ExtDefaultCpuDispatcher.cpp

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "ExtDefaultCpuDispatcher.h"
#include "ExtCpuWorkerThread.h"
#include "ExtTaskQueueHelper.h"
#include "foundation/PxString.h"
using namespace physx;
PxDefaultCpuDispatcher* physx::PxDefaultCpuDispatcherCreate(PxU32 numThreads, PxU32* affinityMasks, PxDefaultCpuDispatcherWaitForWorkMode::Enum mode, PxU32 yieldProcessorCount)
{
return PX_NEW(Ext::DefaultCpuDispatcher)(numThreads, affinityMasks, mode, yieldProcessorCount);
}
#if !PX_SWITCH
void Ext::DefaultCpuDispatcher::getAffinityMasks(PxU32* affinityMasks, PxU32 threadCount)
{
for(PxU32 i=0; i < threadCount; i++)
{
affinityMasks[i] = 0;
}
}
#endif
Ext::DefaultCpuDispatcher::DefaultCpuDispatcher(PxU32 numThreads, PxU32* affinityMasks, PxDefaultCpuDispatcherWaitForWorkMode::Enum mode, PxU32 yieldProcessorCount) : mNumThreads(numThreads), mShuttingDown(false)
#if PX_PROFILE
,mRunProfiled(true)
#else
,mRunProfiled(false)
#endif
, mWaitForWorkMode(mode)
, mYieldProcessorCount(yieldProcessorCount)
{
PX_CHECK_MSG((((PxDefaultCpuDispatcherWaitForWorkMode::eYIELD_PROCESSOR == mWaitForWorkMode) && (mYieldProcessorCount > 0)) ||
(((PxDefaultCpuDispatcherWaitForWorkMode::eYIELD_THREAD == mWaitForWorkMode) || (PxDefaultCpuDispatcherWaitForWorkMode::eWAIT_FOR_WORK == mWaitForWorkMode)) && (0 == mYieldProcessorCount))), "Illegal yield processor count for chosen execute mode");
PxU32* defaultAffinityMasks = NULL;
if(!affinityMasks)
{
defaultAffinityMasks = PX_ALLOCATE(PxU32, numThreads, "ThreadAffinityMasks");
getAffinityMasks(defaultAffinityMasks, numThreads);
affinityMasks = defaultAffinityMasks;
}
// initialize threads first, then start
mWorkerThreads = PX_ALLOCATE(CpuWorkerThread, numThreads, "CpuWorkerThread");
const PxU32 nameLength = 32;
mThreadNames = PX_ALLOCATE(PxU8, nameLength * numThreads, "CpuWorkerThreadName");
if (mWorkerThreads)
{
for(PxU32 i = 0; i < numThreads; ++i)
{
PX_PLACEMENT_NEW(mWorkerThreads+i, CpuWorkerThread)();
mWorkerThreads[i].initialize(this);
}
for(PxU32 i = 0; i < numThreads; ++i)
{
if (mThreadNames)
{
char* threadName = reinterpret_cast<char*>(mThreadNames + (i*nameLength));
Pxsnprintf(threadName, nameLength, "PxWorker%02d", i);
mWorkerThreads[i].setName(threadName);
}
mWorkerThreads[i].setAffinityMask(affinityMasks[i]);
mWorkerThreads[i].start(PxThread::getDefaultStackSize());
}
PX_FREE(defaultAffinityMasks);
}
else
{
mNumThreads = 0;
}
}
Ext::DefaultCpuDispatcher::~DefaultCpuDispatcher()
{
for(PxU32 i = 0; i < mNumThreads; ++i)
mWorkerThreads[i].signalQuit();
mShuttingDown = true;
if(PxDefaultCpuDispatcherWaitForWorkMode::eWAIT_FOR_WORK == mWaitForWorkMode)
mWorkReady.set();
for(PxU32 i = 0; i < mNumThreads; ++i)
mWorkerThreads[i].waitForQuit();
for(PxU32 i = 0; i < mNumThreads; ++i)
mWorkerThreads[i].~CpuWorkerThread();
PX_FREE(mWorkerThreads);
PX_FREE(mThreadNames);
}
void Ext::DefaultCpuDispatcher::release()
{
PX_DELETE_THIS;
}
void Ext::DefaultCpuDispatcher::submitTask(PxBaseTask& task)
{
if(!mNumThreads)
{
// no worker threads, run directly
runTask(task);
task.release();
return;
}
// TODO: Could use TLS to make this more efficient
const PxThread::Id currentThread = PxThread::getId();
const PxU32 nbThreads = mNumThreads;
for(PxU32 i=0; i<nbThreads; ++i)
{
if(mWorkerThreads[i].tryAcceptJobToLocalQueue(task, currentThread))
{
if(PxDefaultCpuDispatcherWaitForWorkMode::eWAIT_FOR_WORK == mWaitForWorkMode)
mWorkReady.set();
else
PX_ASSERT(PxDefaultCpuDispatcherWaitForWorkMode::eYIELD_PROCESSOR == mWaitForWorkMode || PxDefaultCpuDispatcherWaitForWorkMode::eYIELD_THREAD == mWaitForWorkMode);
return;
}
}
if(mHelper.tryAcceptJobToQueue(task))
{
if(PxDefaultCpuDispatcherWaitForWorkMode::eWAIT_FOR_WORK == mWaitForWorkMode)
mWorkReady.set();
}
}
void Ext::DefaultCpuDispatcher::resetWakeSignal()
{
PX_ASSERT(PxDefaultCpuDispatcherWaitForWorkMode::eWAIT_FOR_WORK == mWaitForWorkMode);
mWorkReady.reset();
// The code below is necessary to avoid deadlocks on shut down.
// A thread usually loops as follows:
// while quit is not signaled
// 1) reset wake signal
// 2) fetch work
// 3) if work -> process
// 4) else -> wait for wake signal
//
// If a thread reaches 1) after the thread pool signaled wake up,
// the wake up sync gets reset and all other threads which have not
// passed 4) already will wait forever.
// The code below makes sure that on shutdown, the wake up signal gets
// sent again after it was reset
//
if (mShuttingDown)
mWorkReady.set();
}