| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// | 
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| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// | 
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| 3 | #include "CoreThread/BsCoreObject.h" | 
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| 4 | #include "CoreThread/BsCoreObjectCore.h" | 
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| 5 | #include "CoreThread/BsCoreThread.h" | 
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| 6 | #include "CoreThread/BsCoreObjectManager.h" | 
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| 7 |  | 
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| 8 | using namespace std::placeholders; | 
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| 9 |  | 
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| 10 | namespace bs | 
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| 11 | { | 
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| 12 | CoreObject::CoreObject(bool initializeOnCoreThread) | 
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| 13 | : mFlags(initializeOnCoreThread ? CGO_INIT_ON_CORE_THREAD : 0) | 
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| 14 | , mCoreDirtyFlags(0) | 
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| 15 | , mInternalID(CoreObjectManager::instance().generateId()) | 
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| 16 | { | 
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| 17 | } | 
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| 18 |  | 
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| 19 | CoreObject::~CoreObject() | 
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| 20 | { | 
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| 21 | if(!isDestroyed()) | 
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| 22 | { | 
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| 23 | // Object must be released with destroy() otherwise engine can still try to use it, even if it was destructed | 
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| 24 | // (e.g. if an object has one of its methods queued in a command queue, and is destructed, you will be accessing invalid memory) | 
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| 25 | BS_EXCEPT(InternalErrorException, "Destructor called but object is not destroyed. This will result in nasty issues."); | 
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| 26 | } | 
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| 27 |  | 
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| 28 | #if BS_DEBUG_MODE | 
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| 29 | if(!mThis.expired()) | 
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| 30 | { | 
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| 31 | BS_EXCEPT(InternalErrorException, "Shared pointer to this object still has active references but "\ | 
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| 32 | "the object is being deleted? You shouldn't delete CoreObjects manually."); | 
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| 33 | } | 
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| 34 | #endif | 
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| 35 | } | 
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| 36 |  | 
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| 37 | void CoreObject::destroy() | 
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| 38 | { | 
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| 39 | CoreObjectManager::instance().unregisterObject(this); | 
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| 40 | setIsDestroyed(true); | 
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| 41 |  | 
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| 42 | if(requiresInitOnCoreThread()) | 
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| 43 | { | 
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| 44 | assert(BS_THREAD_CURRENT_ID != CoreThread::instance().getCoreThreadId() && "Cannot destroy sim thead object from core thread."); | 
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| 45 |  | 
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| 46 | // This will only destroy the ct::CoreObject if this was the last reference | 
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| 47 | queueDestroyGpuCommand(mCoreSpecific); | 
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| 48 | } | 
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| 49 |  | 
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| 50 | mCoreSpecific = nullptr; | 
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| 51 | } | 
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| 52 |  | 
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| 53 | void CoreObject::initialize() | 
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| 54 | { | 
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| 55 | CoreObjectManager::instance().registerObject(this); | 
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| 56 | mCoreSpecific = createCore(); | 
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| 57 |  | 
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| 58 | if (mCoreSpecific != nullptr) | 
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| 59 | { | 
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| 60 | if (requiresInitOnCoreThread()) | 
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| 61 | { | 
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| 62 | mCoreSpecific->setScheduledToBeInitialized(true); | 
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| 63 |  | 
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| 64 | assert(BS_THREAD_CURRENT_ID != CoreThread::instance().getCoreThreadId() && "Cannot initialize sim thread object from core thread."); | 
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| 65 |  | 
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| 66 | queueInitializeGpuCommand(mCoreSpecific); | 
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| 67 | } | 
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| 68 | else | 
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| 69 | { | 
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| 70 | mCoreSpecific->initialize(); | 
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| 71 |  | 
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| 72 | // Even though this object might not require initialization on the core thread, it will be used on it, therefore | 
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| 73 | // do a memory barrier to ensure any stores are finished before continuing (When it requires init on core thread | 
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| 74 | // we use the core queue which uses a mutex, and therefore executes all stores as well, so we dont need to | 
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| 75 | // do this explicitly) | 
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| 76 | std::atomic_thread_fence(std::memory_order_release); // TODO - Need atomic variable, currently this does nothing | 
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| 77 | } | 
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| 78 | } | 
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| 79 |  | 
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| 80 | mFlags |= CGO_INITIALIZED; | 
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| 81 | markDependenciesDirty(); | 
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| 82 | } | 
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| 83 |  | 
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| 84 | void CoreObject::blockUntilCoreInitialized() const | 
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| 85 | { | 
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| 86 | if (mCoreSpecific != nullptr) | 
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| 87 | mCoreSpecific->synchronize(); | 
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| 88 | } | 
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| 89 |  | 
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| 90 | void CoreObject::syncToCore() | 
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| 91 | { | 
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| 92 | CoreObjectManager::instance().syncToCore(this); | 
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| 93 | } | 
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| 94 |  | 
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| 95 | void CoreObject::markCoreDirty(UINT32 flags) | 
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| 96 | { | 
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| 97 | bool wasDirty = isCoreDirty(); | 
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| 98 |  | 
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| 99 | mCoreDirtyFlags |= flags; | 
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| 100 |  | 
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| 101 | if (!wasDirty && isCoreDirty()) | 
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| 102 | CoreObjectManager::instance().notifyCoreDirty(this); | 
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| 103 | } | 
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| 104 |  | 
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| 105 | void CoreObject::markDependenciesDirty() | 
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| 106 | { | 
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| 107 | CoreObjectManager::instance().notifyDependenciesDirty(this); | 
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| 108 | } | 
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| 109 |  | 
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| 110 | void CoreObject::_setThisPtr(SPtr<CoreObject> ptrThis) | 
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| 111 | { | 
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| 112 | mThis = ptrThis; | 
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| 113 | } | 
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| 114 |  | 
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| 115 | void CoreObject::queueGpuCommand(const SPtr<ct::CoreObject>& obj, std::function<void()> func) | 
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| 116 | { | 
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| 117 | // We call another internal method and go through an additional layer of abstraction in order to keep an active | 
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| 118 | // reference to the obj (saved in the bound function). | 
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| 119 | // We could have called the function directly using "this" pointer but then we couldn't have used a shared_ptr for the object, | 
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| 120 | // in which case there is a possibility that the object would be released and deleted while still being in the command queue. | 
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| 121 | gCoreThread().queueCommand(std::bind(&CoreObject::executeGpuCommand, obj, func)); | 
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| 122 | } | 
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| 123 |  | 
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| 124 | AsyncOp CoreObject::queueReturnGpuCommand(const SPtr<ct::CoreObject>& obj, std::function<void(AsyncOp&)> func) | 
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| 125 | { | 
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| 126 | // See queueGpuCommand | 
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| 127 | return gCoreThread().queueReturnCommand(std::bind(&CoreObject::executeReturnGpuCommand, obj, func, _1)); | 
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| 128 | } | 
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| 129 |  | 
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| 130 | void CoreObject::queueInitializeGpuCommand(const SPtr<ct::CoreObject>& obj) | 
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| 131 | { | 
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| 132 | std::function<void()> func = std::bind(&ct::CoreObject::initialize, obj.get()); | 
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| 133 |  | 
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| 134 | CoreThread::instance().queueCommand(std::bind(&CoreObject::executeGpuCommand, obj, func)); | 
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| 135 | } | 
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| 136 |  | 
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| 137 | void CoreObject::queueDestroyGpuCommand(const SPtr<ct::CoreObject>& obj) | 
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| 138 | { | 
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| 139 | std::function<void()> func = [&](){}; // Do nothing function. We just need the shared pointer to stay alive until it reaches the core thread | 
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| 140 |  | 
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| 141 | gCoreThread().queueCommand(std::bind(&CoreObject::executeGpuCommand, obj, func)); | 
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| 142 | } | 
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| 143 |  | 
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| 144 | void CoreObject::executeGpuCommand(const SPtr<ct::CoreObject>& obj, std::function<void()> func) | 
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| 145 | { | 
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| 146 | volatile SPtr<ct::CoreObject> objParam = obj; // Makes sure obj isn't optimized out? | 
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| 147 |  | 
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| 148 | func(); | 
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| 149 | } | 
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| 150 |  | 
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| 151 | void CoreObject::executeReturnGpuCommand(const SPtr<ct::CoreObject>& obj, std::function<void(AsyncOp&)> func, | 
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| 152 | AsyncOp& op) | 
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| 153 | { | 
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| 154 | volatile SPtr<ct::CoreObject> objParam = obj; // Makes sure obj isn't optimized out? | 
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| 155 |  | 
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| 156 | func(op); | 
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| 157 | } | 
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| 158 | } | 
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