Fix ConcurrentSystemLocker to have exclusive lock as an option
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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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ConcurrentSystemLocker::WriteScope lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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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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ConcurrentSystemLocker::WriteScope lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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auto& list = Actors[category];
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if (FreeActors[category].HasItems())
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{
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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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ConcurrentSystemLocker::WriteScope lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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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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@@ -396,7 +396,7 @@ public:
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{
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if (GLOBAL_SDF_ACTOR_IS_STATIC(a) && ObjectTypes.Contains(a->GetTypeHandle()))
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{
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ConcurrentSystemLocker::WriteScope lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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OnSceneRenderingDirty(a->GetBox());
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}
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}
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@@ -405,7 +405,7 @@ public:
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{
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if (GLOBAL_SDF_ACTOR_IS_STATIC(a) && ObjectTypes.Contains(a->GetTypeHandle()))
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{
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ConcurrentSystemLocker::WriteScope lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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OnSceneRenderingDirty(BoundingBox::FromSphere(prevBounds));
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OnSceneRenderingDirty(a->GetBox());
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}
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@@ -415,13 +415,14 @@ public:
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{
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if (GLOBAL_SDF_ACTOR_IS_STATIC(a) && ObjectTypes.Contains(a->GetTypeHandle()))
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{
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ConcurrentSystemLocker::WriteScope lock(Locker);
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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OnSceneRenderingDirty(a->GetBox());
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}
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}
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void OnSceneRenderingClear(SceneRendering* scene) override
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{
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ConcurrentSystemLocker::WriteScope lock(Locker, true);
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for (auto& cascade : Cascades)
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cascade.StaticChunks.Clear();
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}
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@@ -719,6 +720,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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}
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sdfData.LastFrameUsed = currentFrame;
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PROFILE_GPU_CPU("Global SDF");
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ConcurrentSystemLocker::WriteScope lock(sdfData.Locker);
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// Setup options
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int32 resolution, cascadesCount, resolutionMip;
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@@ -8,7 +8,7 @@ ConcurrentSystemLocker::ConcurrentSystemLocker()
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_counters[0] = _counters[1] = 0;
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}
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void ConcurrentSystemLocker::Begin(bool write)
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void ConcurrentSystemLocker::Begin(bool write, bool exclusively)
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{
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volatile int64* thisCounter = &_counters[write];
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volatile int64* otherCounter = &_counters[!write];
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@@ -22,8 +22,8 @@ RETRY:
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goto RETRY;
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}
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// Writers have to check themselves to (one write at the same time - just like a mutex)
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if (write && Platform::AtomicRead(thisCounter) != 0)
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// Writers might want to check themselves for a single writer at the same time - just like a mutex
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if (exclusively && Platform::AtomicRead(thisCounter) != 0)
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{
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// Someone else is doing opposite operation so wait for it's end
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Platform::Sleep(0);
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@@ -17,7 +17,7 @@ public:
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NON_COPYABLE(ConcurrentSystemLocker);
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ConcurrentSystemLocker();
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void Begin(bool write);
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void Begin(bool write, bool exclusively = false);
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void End(bool write);
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public:
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@@ -26,10 +26,10 @@ public:
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{
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NON_COPYABLE(Scope);
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Scope(ConcurrentSystemLocker& locker)
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Scope(ConcurrentSystemLocker& locker, bool exclusively = false)
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: _locker(locker)
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{
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_locker.Begin(Write);
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_locker.Begin(Write, exclusively);
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}
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~Scope()
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