Optimize updating actor rendering entry with better thread locking that support async writes on actor update
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@@ -43,7 +43,7 @@ FORCE_INLINE bool FrustumsListCull(const BoundingSphere& bounds, const Array<Bou
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void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory category)
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{
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PROFILE_MEM(Graphics);
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ScopeLock lock(Locker);
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ConcurrentSystemLocker::ReadScope lock(Locker);
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if (category == PreRender)
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{
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// Register scene
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@@ -51,12 +51,12 @@ void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory c
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renderContext.List->Scenes.Add(this);
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// Add additional lock during scene rendering (prevents any Actors cache modifications on content streaming threads - eg. when model residency changes)
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Locker.Lock();
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Locker.Begin(false);
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}
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else if (category == PostRender)
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{
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// Release additional lock
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Locker.Unlock();
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Locker.End(false);
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}
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auto& view = renderContextBatch.GetMainContext().View;
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auto& list = Actors[(int32)category];
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@@ -127,7 +127,7 @@ void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
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void SceneRendering::Clear()
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{
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ScopeLock lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker);
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for (auto* listener : _listeners)
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{
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listener->OnSceneRenderingClear(this);
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@@ -149,7 +149,7 @@ void SceneRendering::AddActor(Actor* a, int32& key)
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return;
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PROFILE_MEM(Graphics);
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const int32 category = a->_drawCategory;
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ScopeLock lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker);
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auto& list = Actors[category];
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if (FreeActors[category].HasItems())
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{
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@@ -174,7 +174,7 @@ void SceneRendering::AddActor(Actor* a, int32& key)
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void SceneRendering::UpdateActor(Actor* a, int32& key, ISceneRenderingListener::UpdateFlags flags)
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{
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const int32 category = a->_drawCategory;
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ScopeLock lock(Locker);
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ConcurrentSystemLocker::ReadScope lock(Locker); // Read-access only as list doesn't get resized (like Add/Remove do) so allow updating actors from different threads at once
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auto& list = Actors[category];
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if (list.Count() <= key) // Ignore invalid key softly
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return;
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@@ -193,7 +193,7 @@ void SceneRendering::UpdateActor(Actor* a, int32& key, ISceneRenderingListener::
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void SceneRendering::RemoveActor(Actor* a, int32& key)
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{
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const int32 category = a->_drawCategory;
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ScopeLock lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker);
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auto& list = Actors[category];
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if (list.Count() > key) // Ignore invalid key softly (eg. list after batch clear during scene unload)
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{
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@@ -7,7 +7,7 @@
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#include "Engine/Core/Math/BoundingSphere.h"
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#include "Engine/Core/Math/BoundingFrustum.h"
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#include "Engine/Level/Actor.h"
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#include "Engine/Platform/CriticalSection.h"
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#include "Engine/Threading/ConcurrentSystemLocker.h"
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class SceneRenderTask;
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class SceneRendering;
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@@ -102,7 +102,7 @@ public:
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Array<DrawActor> Actors[MAX];
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Array<int32> FreeActors[MAX];
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Array<IPostFxSettingsProvider*> PostFxProviders;
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CriticalSection Locker;
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ConcurrentSystemLocker Locker;
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private:
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#if USE_EDITOR
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@@ -18,7 +18,7 @@ RETRY:
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{
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// Someone else is doing opposite operation so wait for it's end
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// TODO: use ConditionVariable+CriticalSection to prevent active-waiting
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Platform::Sleep(1);
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Platform::Sleep(0);
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goto RETRY;
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}
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