Remove ConcurrentSystemLocker and use ReadWriteLock instead of better threading synchronization
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@@ -19,7 +19,7 @@
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#define CHECK_SCENE_EDIT_ACCESS()
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#else
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#define CHECK_SCENE_EDIT_ACCESS() \
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if (Locker.HasLock(false) && IsInMainThread() && GPUDevice::Instance && GPUDevice::Instance->IsRendering()) \
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if (_isRendering && IsInMainThread() && GPUDevice::Instance && GPUDevice::Instance->IsRendering()) \
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{ \
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LOG(Error, "Adding/removing actors during rendering is not supported ({}, '{}').", a->ToString(), a->GetNamePath()); \
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return; \
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@@ -58,20 +58,21 @@ 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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ConcurrentSystemLocker::ReadScope lock(Locker);
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if (category == PreRender)
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{
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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.ReadLock();
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_isRendering = true;
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// Register scene
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for (const auto& renderContext : renderContextBatch.Contexts)
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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.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.End(false);
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_isRendering = false;
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Locker.ReadUnlock();
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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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@@ -142,7 +143,7 @@ void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
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void SceneRendering::Clear()
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{
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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ScopeWriteLock 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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@@ -165,7 +166,7 @@ void SceneRendering::AddActor(Actor* a, int32& key)
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PROFILE_MEM(Graphics);
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CHECK_SCENE_EDIT_ACCESS();
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const int32 category = a->_drawCategory;
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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ScopeWriteLock 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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@@ -190,7 +191,7 @@ 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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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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ScopeReadLock 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 || key < 0) // Ignore invalid key softly
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return;
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@@ -210,7 +211,7 @@ void SceneRendering::RemoveActor(Actor* a, int32& key)
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{
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CHECK_SCENE_EDIT_ACCESS();
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const int32 category = a->_drawCategory;
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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ScopeWriteLock lock(Locker);
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auto& list = Actors[category];
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if (list.Count() > key || key < 0) // Ignore invalid key softly (eg. list after batch clear during scene unload)
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{
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