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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/jolt_physics/spaces/jolt_job_system.cpp
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/**************************************************************************/
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/* jolt_job_system.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "jolt_job_system.h"
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#include "../jolt_project_settings.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/object/worker_thread_pool.h"
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#include "core/os/os.h"
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#include "core/os/time.h"
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#include "Jolt/Physics/PhysicsSettings.h"
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void JoltJobSystem::Job::_execute(void *p_user_data) {
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Job *job = static_cast<Job *>(p_user_data);
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#ifdef DEBUG_ENABLED
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const uint64_t time_start = Time::get_singleton()->get_ticks_usec();
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#endif
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job->Execute();
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#ifdef DEBUG_ENABLED
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const uint64_t time_end = Time::get_singleton()->get_ticks_usec();
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const uint64_t time_elapsed = time_end - time_start;
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timings_lock.lock();
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timings_by_job[job->name] += time_elapsed;
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timings_lock.unlock();
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#endif
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job->Release();
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}
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JoltJobSystem::Job::Job(const char *p_name, JPH::ColorArg p_color, JPH::JobSystem *p_job_system, const JPH::JobSystem::JobFunction &p_job_function, JPH::uint32 p_dependency_count) :
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JPH::JobSystem::Job(p_name, p_color, p_job_system, p_job_function, p_dependency_count)
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#ifdef DEBUG_ENABLED
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,
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name(p_name)
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#endif
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{
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}
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JoltJobSystem::Job::~Job() {
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if (task_id != -1) {
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WorkerThreadPool::get_singleton()->wait_for_task_completion(task_id);
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}
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}
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void JoltJobSystem::Job::push_completed(Job *p_job) {
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Job *prev_head = nullptr;
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do {
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prev_head = completed_head.load(std::memory_order_relaxed);
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p_job->completed_next = prev_head;
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} while (!completed_head.compare_exchange_weak(prev_head, p_job, std::memory_order_release, std::memory_order_relaxed));
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}
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JoltJobSystem::Job *JoltJobSystem::Job::pop_completed() {
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Job *prev_head = nullptr;
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do {
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prev_head = completed_head.load(std::memory_order_relaxed);
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if (prev_head == nullptr) {
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return nullptr;
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}
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} while (!completed_head.compare_exchange_weak(prev_head, prev_head->completed_next, std::memory_order_acquire, std::memory_order_relaxed));
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return prev_head;
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}
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void JoltJobSystem::Job::queue() {
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AddRef();
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// Ideally we would use Jolt's actual job name here, but I'd rather not incur the overhead of a memory allocation or
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// thread-safe lookup every time we create/queue a task. So instead we use the same cached description for all of them.
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static const String task_name("Jolt Physics");
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task_id = WorkerThreadPool::get_singleton()->add_native_task(&_execute, this, true, task_name);
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}
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int JoltJobSystem::GetMaxConcurrency() const {
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return thread_count;
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}
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JPH::JobHandle JoltJobSystem::CreateJob(const char *p_name, JPH::ColorArg p_color, const JPH::JobSystem::JobFunction &p_job_function, JPH::uint32 p_dependency_count) {
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Job *job = nullptr;
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while (true) {
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JPH::uint32 job_index = jobs.ConstructObject(p_name, p_color, this, p_job_function, p_dependency_count);
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if (job_index != JPH::FixedSizeFreeList<Job>::cInvalidObjectIndex) {
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job = &jobs.Get(job_index);
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break;
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}
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WARN_PRINT_ONCE("Jolt Physics job system exceeded the maximum number of jobs. This should not happen. Please report this. Waiting for jobs to become available...");
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OS::get_singleton()->delay_usec(100);
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_reclaim_jobs();
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}
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// This will increment the job's reference count, so must happen before we queue the job
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JPH::JobHandle job_handle(job);
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if (p_dependency_count == 0) {
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QueueJob(job);
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}
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return job_handle;
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}
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void JoltJobSystem::QueueJob(JPH::JobSystem::Job *p_job) {
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static_cast<Job *>(p_job)->queue();
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}
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void JoltJobSystem::QueueJobs(JPH::JobSystem::Job **p_jobs, JPH::uint p_job_count) {
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for (JPH::uint i = 0; i < p_job_count; ++i) {
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QueueJob(p_jobs[i]);
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}
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}
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void JoltJobSystem::FreeJob(JPH::JobSystem::Job *p_job) {
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Job::push_completed(static_cast<Job *>(p_job));
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}
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void JoltJobSystem::_reclaim_jobs() {
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while (Job *job = Job::pop_completed()) {
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jobs.DestructObject(job);
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}
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}
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JoltJobSystem::JoltJobSystem() :
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JPH::JobSystemWithBarrier(JPH::cMaxPhysicsBarriers),
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thread_count(MAX(1, WorkerThreadPool::get_singleton()->get_thread_count())) {
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jobs.Init(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsJobs);
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}
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void JoltJobSystem::pre_step() {
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// Nothing to do.
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}
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void JoltJobSystem::post_step() {
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_reclaim_jobs();
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}
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#ifdef DEBUG_ENABLED
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void JoltJobSystem::flush_timings() {
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static const StringName profiler_name("servers");
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EngineDebugger *engine_debugger = EngineDebugger::get_singleton();
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if (engine_debugger->is_profiling(profiler_name)) {
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Array timings;
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for (const KeyValue<const void *, uint64_t> &E : timings_by_job) {
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timings.push_back(static_cast<const char *>(E.key));
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timings.push_back(USEC_TO_SEC(E.value));
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}
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timings.push_front("physics_3d");
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engine_debugger->profiler_add_frame_data(profiler_name, timings);
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}
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for (KeyValue<const void *, uint64_t> &E : timings_by_job) {
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E.value = 0;
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}
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}
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#endif
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