Refactor old ContentLoadingManager into Content for simplicity
This commit is contained in:
@@ -4,16 +4,12 @@
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#include "Content.h"
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#include "SoftAssetReference.h"
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#include "Cache/AssetsCache.h"
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#include "Loading/ContentLoadingManager.h"
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#include "Loading/Tasks/LoadAssetTask.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/LogContext.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Threading/MainThreadTask.h"
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#include "Engine/Threading/ConcurrentTaskQueue.h"
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Threading/MainThreadTask.h"
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AssetReferenceBase::~AssetReferenceBase()
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{
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@@ -377,11 +373,6 @@ void Asset::Reload()
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}
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}
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namespace ContentLoadingManagerImpl
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{
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extern ConcurrentTaskQueue<ContentLoadTask> Tasks;
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};
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bool Asset::WaitForLoaded(double timeoutInMilliseconds) const
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{
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// This function is used many time when some parts of the engine need to wait for asset loading end (it may fail but has to end).
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@@ -430,80 +421,7 @@ bool Asset::WaitForLoaded(double timeoutInMilliseconds) const
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PROFILE_CPU();
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// Check if call is made from the Loading Thread and task has not been taken yet
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auto thread = ContentLoadingManager::GetCurrentLoadThread();
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if (thread != nullptr)
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{
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// Note: to reproduce this case just include material into material (use layering).
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// So during loading first material it will wait for child materials loaded calling this function
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const double timeoutInSeconds = timeoutInMilliseconds * 0.001;
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const double startTime = Platform::GetTimeSeconds();
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Task* task = loadingTask;
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Array<ContentLoadTask*, InlinedAllocation<64>> localQueue;
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#define CHECK_CONDITIONS() (!Engine::ShouldExit() && (timeoutInSeconds <= 0.0 || Platform::GetTimeSeconds() - startTime < timeoutInSeconds))
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do
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{
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// Try to execute content tasks
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while (task->IsQueued() && CHECK_CONDITIONS())
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{
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// Dequeue task from the loading queue
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ContentLoadTask* tmp;
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if (ContentLoadingManagerImpl::Tasks.try_dequeue(tmp))
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{
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if (tmp == task)
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{
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if (localQueue.Count() != 0)
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{
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// Put back queued tasks
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ContentLoadingManagerImpl::Tasks.enqueue_bulk(localQueue.Get(), localQueue.Count());
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localQueue.Clear();
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}
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thread->Run(tmp);
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}
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else
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{
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localQueue.Add(tmp);
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}
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}
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else
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{
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// No task in queue but it's queued so other thread could have stolen it into own local queue
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break;
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}
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}
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if (localQueue.Count() != 0)
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{
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// Put back queued tasks
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ContentLoadingManagerImpl::Tasks.enqueue_bulk(localQueue.Get(), localQueue.Count());
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localQueue.Clear();
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}
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// Check if task is done
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if (task->IsEnded())
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{
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// If was fine then wait for the next task
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if (task->IsFinished())
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{
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task = task->GetContinueWithTask();
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if (!task)
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break;
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}
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else
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{
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// Failed or cancelled so this wait also fails
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break;
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}
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}
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} while (CHECK_CONDITIONS());
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#undef CHECK_CONDITIONS
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}
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else
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{
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// Wait for task end
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loadingTask->Wait(timeoutInMilliseconds);
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}
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Content::WaitForTask(loadingTask, timeoutInMilliseconds);
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// If running on a main thread we can flush asset `Loaded` event
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if (IsInMainThread() && IsLoaded())
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@@ -974,6 +974,7 @@ Asset::LoadResult Model::load()
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auto chunk15 = GetChunk(15);
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if (chunk15 && chunk15->IsLoaded() && EnableModelSDF == 1)
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{
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PROFILE_CPU_NAMED("SDF");
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MemoryReadStream sdfStream(chunk15->Get(), chunk15->Size());
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int32 version;
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sdfStream.ReadInt32(&version);
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@@ -7,13 +7,13 @@
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// Amount of content loading threads per single physical CPU core
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#define LOADING_THREAD_PER_LOGICAL_CORE 0.5f
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// Enable/disable additional assets metadata verification, note: we should disable it for release builds
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// Enables additional assets metadata verification
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#define ASSETS_LOADING_EXTRA_VERIFICATION (BUILD_DEBUG || USE_EDITOR)
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// Maximum amount of data chunks used by the single asset
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#define ASSET_FILE_DATA_CHUNKS 16
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// Enables searching workspace for missing assets (should be disabled in the final builds where assets registry is solid)
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// Enables searching workspace for missing assets
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#define ENABLE_ASSETS_DISCOVERY (USE_EDITOR)
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// Default extension for all asset files
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@@ -3,20 +3,27 @@
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#include "Content.h"
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#include "JsonAsset.h"
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#include "SceneReference.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Cache/AssetsCache.h"
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#include "Storage/ContentStorageManager.h"
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#include "Storage/JsonStorageProxy.h"
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#include "Factories/IAssetFactory.h"
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#include "Loading/LoadingThread.h"
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#include "Loading/ContentLoadTask.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/LogContext.h"
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#include "Engine/Core/Types/String.h"
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#include "Engine/Core/ObjectsRemovalService.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Platform/FileSystem.h"
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#include "Engine/Platform/ConditionVariable.h"
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#include "Engine/Platform/Thread.h"
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#include "Engine/Platform/CPUInfo.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Threading/MainThreadTask.h"
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#include "Engine/Threading/ConcurrentTaskQueue.h"
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#include "Engine/Graphics/Graphics.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Engine/Globals.h"
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#include "Engine/Level/Types.h"
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@@ -30,6 +37,10 @@
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#if ENABLE_ASSETS_DISCOVERY
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#include "Engine/Core/Collections/HashSet.h"
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#endif
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#if USE_EDITOR && PLATFORM_WINDOWS
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#include "Engine/Platform/Win32/IncludeWindowsHeaders.h"
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#include <propidlbase.h>
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#endif
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TimeSpan Content::AssetsUpdateInterval = TimeSpan::FromMilliseconds(500);
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TimeSpan Content::AssetsUnloadInterval = TimeSpan::FromSeconds(10);
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@@ -64,6 +75,14 @@ namespace
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// Assets Registry Stuff
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AssetsCache Cache;
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// Loading assets
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THREADLOCAL LoadingThread* ThisLoadThread = nullptr;
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LoadingThread* MainLoadThread = nullptr;
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Array<LoadingThread*> LoadThreads;
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ConcurrentTaskQueue<ContentLoadTask> LoadTasks;
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ConditionVariable LoadTasksSignal;
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CriticalSection LoadTasksMutex;
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// Unloading assets
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Dictionary<Asset*, TimeSpan> UnloadQueue;
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TimeSpan LastUnloadCheckTime(0);
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@@ -90,6 +109,7 @@ public:
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bool Init() override;
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void Update() override;
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void LateUpdate() override;
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void BeforeExit() override;
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void Dispose() override;
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};
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@@ -100,6 +120,25 @@ bool ContentService::Init()
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// Load assets registry
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Cache.Init();
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// Create loading threads
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const CPUInfo cpuInfo = Platform::GetCPUInfo();
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const int32 count = Math::Clamp(Math::CeilToInt(LOADING_THREAD_PER_LOGICAL_CORE * (float)cpuInfo.LogicalProcessorCount), 1, 12);
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LOG(Info, "Creating {0} content loading threads...", count);
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MainLoadThread = New<LoadingThread>();
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ThisLoadThread = MainLoadThread;
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LoadThreads.EnsureCapacity(count);
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for (int32 i = 0; i < count; i++)
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{
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auto thread = New<LoadingThread>();
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if (thread->Start(String::Format(TEXT("Load Thread {0}"), i)))
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{
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LOG(Fatal, "Cannot spawn content thread {0}/{1}", i, count);
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Delete(thread);
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return true;
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}
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LoadThreads.Add(thread);
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}
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return false;
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}
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@@ -173,6 +212,14 @@ void ContentService::LateUpdate()
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Cache.Save();
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}
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void ContentService::BeforeExit()
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{
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// Signal threads to end work soon
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for (auto thread : LoadThreads)
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thread->NotifyExit();
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LoadTasksSignal.NotifyAll();
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}
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void ContentService::Dispose()
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{
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IsExiting = true;
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@@ -198,6 +245,20 @@ void ContentService::Dispose()
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// NOW dispose graphics device - where there is no loaded assets at all
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Graphics::DisposeDevice();
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// Exit all load threads
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for (auto thread : LoadThreads)
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thread->NotifyExit();
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LoadTasksSignal.NotifyAll();
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for (auto thread : LoadThreads)
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thread->Join();
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LoadThreads.ClearDelete();
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Delete(MainLoadThread);
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MainLoadThread = nullptr;
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ThisLoadThread = nullptr;
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// Cancel all remaining tasks (no chance to execute them)
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LoadTasks.CancelAll();
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}
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IAssetFactory::Collection& IAssetFactory::Get()
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@@ -206,6 +267,122 @@ IAssetFactory::Collection& IAssetFactory::Get()
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return Factories;
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}
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LoadingThread::LoadingThread()
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: _exitFlag(false)
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, _thread(nullptr)
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, _totalTasksDoneCount(0)
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{
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}
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LoadingThread::~LoadingThread()
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{
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if (_thread != nullptr)
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{
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_thread->Kill(true);
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Delete(_thread);
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}
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}
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void LoadingThread::NotifyExit()
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{
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Platform::InterlockedIncrement(&_exitFlag);
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}
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void LoadingThread::Join()
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{
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auto thread = _thread;
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if (thread)
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thread->Join();
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}
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bool LoadingThread::Start(const String& name)
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{
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ASSERT(_thread == nullptr && name.HasChars());
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// Create new thread
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auto thread = Thread::Create(this, name, ThreadPriority::Normal);
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if (thread == nullptr)
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return true;
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_thread = thread;
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return false;
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}
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void LoadingThread::Run(ContentLoadTask* job)
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{
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ASSERT(job);
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job->Execute();
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_totalTasksDoneCount++;
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}
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String LoadingThread::ToString() const
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{
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return String::Format(TEXT("Loading Thread {0}"), _thread ? _thread->GetID() : 0);
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}
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int32 LoadingThread::Run()
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{
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#if USE_EDITOR && PLATFORM_WINDOWS
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// Initialize COM
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// TODO: maybe add sth to Thread::Create to indicate that thread will use COM stuff
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const auto result = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
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if (FAILED(result))
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{
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LOG(Error, "Failed to init COM for WIC texture importing! Result: {0:x}", static_cast<uint32>(result));
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return -1;
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}
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#endif
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ContentLoadTask* task;
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ThisLoadThread = this;
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while (Platform::AtomicRead(&_exitFlag) == 0)
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{
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if (LoadTasks.try_dequeue(task))
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{
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Run(task);
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}
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else
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{
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LoadTasksMutex.Lock();
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LoadTasksSignal.Wait(LoadTasksMutex);
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LoadTasksMutex.Unlock();
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}
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}
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ThisLoadThread = nullptr;
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return 0;
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}
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void LoadingThread::Exit()
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{
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LOG(Info, "Content thread '{0}' exited. Load calls: {1}", _thread->GetName(), _totalTasksDoneCount);
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}
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String ContentLoadTask::ToString() const
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{
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return String::Format(TEXT("Content Load Task ({})"), (int32)GetState());
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}
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void ContentLoadTask::Enqueue()
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{
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LoadTasks.Add(this);
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LoadTasksSignal.NotifyOne();
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}
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bool ContentLoadTask::Run()
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{
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const auto result = run();
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const bool failed = result != Result::Ok;
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if (failed)
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{
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LOG(Warning, "\'{0}\' failed with result: {1}", ToString(), ToString(result));
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}
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return failed;
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}
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AssetsCache* Content::GetRegistry()
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{
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return &Cache;
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@@ -887,6 +1064,84 @@ Asset* Content::CreateVirtualAsset(const ScriptingTypeHandle& type)
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return asset;
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}
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void Content::WaitForTask(ContentLoadTask* loadingTask, double timeoutInMilliseconds)
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{
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// Check if call is made from the Loading Thread and task has not been taken yet
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auto thread = ThisLoadThread;
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if (thread != nullptr)
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{
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// Note: to reproduce this case just include material into material (use layering).
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// So during loading first material it will wait for child materials loaded calling this function
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const double timeoutInSeconds = timeoutInMilliseconds * 0.001;
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const double startTime = Platform::GetTimeSeconds();
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Task* task = loadingTask;
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Array<ContentLoadTask*, InlinedAllocation<64>> localQueue;
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#define CHECK_CONDITIONS() (!Engine::ShouldExit() && (timeoutInSeconds <= 0.0 || Platform::GetTimeSeconds() - startTime < timeoutInSeconds))
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do
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{
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// Try to execute content tasks
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while (task->IsQueued() && CHECK_CONDITIONS())
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{
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// Dequeue task from the loading queue
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ContentLoadTask* tmp;
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if (LoadTasks.try_dequeue(tmp))
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{
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if (tmp == task)
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{
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if (localQueue.Count() != 0)
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{
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// Put back queued tasks
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LoadTasks.enqueue_bulk(localQueue.Get(), localQueue.Count());
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localQueue.Clear();
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}
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thread->Run(tmp);
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}
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else
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{
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localQueue.Add(tmp);
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}
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}
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else
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{
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// No task in queue but it's queued so other thread could have stolen it into own local queue
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break;
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}
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}
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if (localQueue.Count() != 0)
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{
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// Put back queued tasks
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LoadTasks.enqueue_bulk(localQueue.Get(), localQueue.Count());
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localQueue.Clear();
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}
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// Check if task is done
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if (task->IsEnded())
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{
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// If was fine then wait for the next task
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if (task->IsFinished())
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{
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task = task->GetContinueWithTask();
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if (!task)
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break;
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}
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else
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{
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// Failed or cancelled so this wait also fails
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break;
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}
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}
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} while (CHECK_CONDITIONS());
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#undef CHECK_CONDITIONS
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}
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else
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{
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// Wait for task end
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loadingTask->Wait(timeoutInMilliseconds);
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}
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}
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void Content::tryCallOnLoaded(Asset* asset)
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{
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ScopeLock lock(LoadedAssetsToInvokeLocker);
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@@ -362,11 +362,10 @@ public:
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API_EVENT() static Delegate<Asset*> AssetReloading;
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private:
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static void WaitForTask(ContentLoadTask* loadingTask, double timeoutInMilliseconds);
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static void tryCallOnLoaded(Asset* asset);
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static void onAssetLoaded(Asset* asset);
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static void onAssetUnload(Asset* asset);
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static void onAssetChangeId(Asset* asset, const Guid& oldId, const Guid& newId);
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private:
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static void deleteFileSafety(const StringView& path, const Guid& id);
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};
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@@ -1,237 +0,0 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "ContentLoadingManager.h"
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#include "ContentLoadTask.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Math.h"
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Platform/CPUInfo.h"
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#include "Engine/Platform/Thread.h"
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#include "Engine/Platform/ConditionVariable.h"
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#include "Engine/Content/Config.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Threading/ConcurrentTaskQueue.h"
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#if USE_EDITOR && PLATFORM_WINDOWS
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#include "Engine/Platform/Win32/IncludeWindowsHeaders.h"
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#include <propidlbase.h>
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#endif
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namespace ContentLoadingManagerImpl
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{
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THREADLOCAL LoadingThread* ThisThread = nullptr;
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LoadingThread* MainThread = nullptr;
|
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Array<LoadingThread*> Threads;
|
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ConcurrentTaskQueue<ContentLoadTask> Tasks;
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ConditionVariable TasksSignal;
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CriticalSection TasksMutex;
|
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};
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using namespace ContentLoadingManagerImpl;
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|
||||
class ContentLoadingManagerService : public EngineService
|
||||
{
|
||||
public:
|
||||
ContentLoadingManagerService()
|
||||
: EngineService(TEXT("Content Loading Manager"), -500)
|
||||
{
|
||||
}
|
||||
|
||||
bool Init() override;
|
||||
void BeforeExit() override;
|
||||
void Dispose() override;
|
||||
};
|
||||
|
||||
ContentLoadingManagerService ContentLoadingManagerServiceInstance;
|
||||
|
||||
LoadingThread::LoadingThread()
|
||||
: _exitFlag(false)
|
||||
, _thread(nullptr)
|
||||
, _totalTasksDoneCount(0)
|
||||
{
|
||||
}
|
||||
|
||||
LoadingThread::~LoadingThread()
|
||||
{
|
||||
// Check if has thread attached
|
||||
if (_thread != nullptr)
|
||||
{
|
||||
_thread->Kill(true);
|
||||
Delete(_thread);
|
||||
}
|
||||
}
|
||||
|
||||
uint64 LoadingThread::GetID() const
|
||||
{
|
||||
return _thread ? _thread->GetID() : 0;
|
||||
}
|
||||
|
||||
void LoadingThread::NotifyExit()
|
||||
{
|
||||
Platform::InterlockedIncrement(&_exitFlag);
|
||||
}
|
||||
|
||||
void LoadingThread::Join()
|
||||
{
|
||||
auto thread = _thread;
|
||||
if (thread)
|
||||
thread->Join();
|
||||
}
|
||||
|
||||
bool LoadingThread::Start(const String& name)
|
||||
{
|
||||
ASSERT(_thread == nullptr && name.HasChars());
|
||||
|
||||
// Create new thread
|
||||
auto thread = Thread::Create(this, name, ThreadPriority::Normal);
|
||||
if (thread == nullptr)
|
||||
return true;
|
||||
|
||||
_thread = thread;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void LoadingThread::Run(ContentLoadTask* job)
|
||||
{
|
||||
ASSERT(job);
|
||||
|
||||
job->Execute();
|
||||
_totalTasksDoneCount++;
|
||||
}
|
||||
|
||||
String LoadingThread::ToString() const
|
||||
{
|
||||
return String::Format(TEXT("Loading Thread {0}"), GetID());
|
||||
}
|
||||
|
||||
int32 LoadingThread::Run()
|
||||
{
|
||||
#if USE_EDITOR && PLATFORM_WINDOWS
|
||||
|
||||
// Initialize COM
|
||||
// TODO: maybe add sth to Thread::Create to indicate that thread will use COM stuff
|
||||
const auto result = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG(Error, "Failed to init COM for WIC texture importing! Result: {0:x}", static_cast<uint32>(result));
|
||||
return -1;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
ContentLoadTask* task;
|
||||
ThisThread = this;
|
||||
|
||||
while (HasExitFlagClear())
|
||||
{
|
||||
if (Tasks.try_dequeue(task))
|
||||
{
|
||||
Run(task);
|
||||
}
|
||||
else
|
||||
{
|
||||
TasksMutex.Lock();
|
||||
TasksSignal.Wait(TasksMutex);
|
||||
TasksMutex.Unlock();
|
||||
}
|
||||
}
|
||||
|
||||
ThisThread = nullptr;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void LoadingThread::Exit()
|
||||
{
|
||||
// Send info
|
||||
ASSERT_LOW_LAYER(_thread);
|
||||
LOG(Info, "Content thread '{0}' exited. Load calls: {1}", _thread->GetName(), _totalTasksDoneCount);
|
||||
}
|
||||
|
||||
LoadingThread* ContentLoadingManager::GetCurrentLoadThread()
|
||||
{
|
||||
return ThisThread;
|
||||
}
|
||||
|
||||
int32 ContentLoadingManager::GetTasksCount()
|
||||
{
|
||||
return Tasks.Count();
|
||||
}
|
||||
|
||||
bool ContentLoadingManagerService::Init()
|
||||
{
|
||||
ASSERT(ContentLoadingManagerImpl::Threads.IsEmpty() && IsInMainThread());
|
||||
|
||||
// Calculate amount of loading threads to use
|
||||
const CPUInfo cpuInfo = Platform::GetCPUInfo();
|
||||
const int32 count = Math::Clamp(Math::CeilToInt(LOADING_THREAD_PER_LOGICAL_CORE * (float)cpuInfo.LogicalProcessorCount), 1, 12);
|
||||
LOG(Info, "Creating {0} content loading threads...", count);
|
||||
|
||||
// Create loading threads
|
||||
MainThread = New<LoadingThread>();
|
||||
ThisThread = MainThread;
|
||||
Threads.EnsureCapacity(count);
|
||||
for (int32 i = 0; i < count; i++)
|
||||
{
|
||||
auto thread = New<LoadingThread>();
|
||||
if (thread->Start(String::Format(TEXT("Load Thread {0}"), i)))
|
||||
{
|
||||
LOG(Fatal, "Cannot spawn content thread {0}/{1}", i, count);
|
||||
Delete(thread);
|
||||
return true;
|
||||
}
|
||||
Threads.Add(thread);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void ContentLoadingManagerService::BeforeExit()
|
||||
{
|
||||
// Signal threads to end work soon
|
||||
for (int32 i = 0; i < Threads.Count(); i++)
|
||||
Threads[i]->NotifyExit();
|
||||
TasksSignal.NotifyAll();
|
||||
}
|
||||
|
||||
void ContentLoadingManagerService::Dispose()
|
||||
{
|
||||
// Exit all threads
|
||||
for (int32 i = 0; i < Threads.Count(); i++)
|
||||
Threads[i]->NotifyExit();
|
||||
TasksSignal.NotifyAll();
|
||||
for (int32 i = 0; i < Threads.Count(); i++)
|
||||
Threads[i]->Join();
|
||||
Threads.ClearDelete();
|
||||
Delete(MainThread);
|
||||
MainThread = nullptr;
|
||||
ThisThread = nullptr;
|
||||
|
||||
// Cancel all remaining tasks (no chance to execute them)
|
||||
Tasks.CancelAll();
|
||||
}
|
||||
|
||||
String ContentLoadTask::ToString() const
|
||||
{
|
||||
return String::Format(TEXT("Content Load Task ({})"), (int32)GetState());
|
||||
}
|
||||
|
||||
void ContentLoadTask::Enqueue()
|
||||
{
|
||||
Tasks.Add(this);
|
||||
TasksSignal.NotifyOne();
|
||||
}
|
||||
|
||||
bool ContentLoadTask::Run()
|
||||
{
|
||||
// Perform an operation
|
||||
const auto result = run();
|
||||
|
||||
// Process result
|
||||
const bool failed = result != Result::Ok;
|
||||
if (failed)
|
||||
{
|
||||
LOG(Warning, "\'{0}\' failed with result: {1}", ToString(), ToString(result));
|
||||
}
|
||||
return failed;
|
||||
}
|
||||
@@ -1,111 +0,0 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Engine/Threading/IRunnable.h"
|
||||
|
||||
class Asset;
|
||||
class LoadingThread;
|
||||
class ContentLoadTask;
|
||||
|
||||
/// <summary>
|
||||
/// Resources loading thread
|
||||
/// </summary>
|
||||
class LoadingThread : public IRunnable
|
||||
{
|
||||
protected:
|
||||
volatile int64 _exitFlag;
|
||||
Thread* _thread;
|
||||
int32 _totalTasksDoneCount;
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Init
|
||||
/// </summary>
|
||||
LoadingThread();
|
||||
|
||||
/// <summary>
|
||||
/// Destructor
|
||||
/// </summary>
|
||||
~LoadingThread();
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Gets the thread identifier.
|
||||
/// </summary>
|
||||
/// <returns>Thread ID</returns>
|
||||
uint64 GetID() const;
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Returns true if thread has empty exit flag, so it can continue it's work
|
||||
/// </summary>
|
||||
/// <returns>True if exit flag is empty, otherwise false</returns>
|
||||
FORCE_INLINE bool HasExitFlagClear()
|
||||
{
|
||||
return Platform::AtomicRead(&_exitFlag) == 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set exit flag to true so thread must exit
|
||||
/// </summary>
|
||||
void NotifyExit();
|
||||
|
||||
/// <summary>
|
||||
/// Stops the calling thread execution until the loading thread ends its execution.
|
||||
/// </summary>
|
||||
void Join();
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Starts thread execution.
|
||||
/// </summary>
|
||||
/// <param name="name">The thread name.</param>
|
||||
/// <returns>True if cannot start, otherwise false</returns>
|
||||
bool Start(const String& name);
|
||||
|
||||
/// <summary>
|
||||
/// Runs the specified task.
|
||||
/// </summary>
|
||||
/// <param name="task">The task.</param>
|
||||
void Run(ContentLoadTask* task);
|
||||
|
||||
public:
|
||||
// [IRunnable]
|
||||
String ToString() const override;
|
||||
int32 Run() override;
|
||||
void Exit() override;
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Content loading manager.
|
||||
/// </summary>
|
||||
class ContentLoadingManager
|
||||
{
|
||||
friend ContentLoadTask;
|
||||
friend LoadingThread;
|
||||
friend Asset;
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Checks if current execution context is thread used to load assets.
|
||||
/// </summary>
|
||||
/// <returns>True if execution is in Load Thread, otherwise false.</returns>
|
||||
FORCE_INLINE static bool IsInLoadThread()
|
||||
{
|
||||
return GetCurrentLoadThread() != nullptr;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets content loading thread handle if current thread is one of them.
|
||||
/// </summary>
|
||||
/// <returns>Current load thread or null if current thread is different.</returns>
|
||||
static LoadingThread* GetCurrentLoadThread();
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Gets amount of enqueued tasks to perform.
|
||||
/// </summary>
|
||||
/// <returns>The tasks count.</returns>
|
||||
static int32 GetTasksCount();
|
||||
};
|
||||
50
Source/Engine/Content/Loading/LoadingThread.h
Normal file
50
Source/Engine/Content/Loading/LoadingThread.h
Normal file
@@ -0,0 +1,50 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Engine/Threading/IRunnable.h"
|
||||
|
||||
/// <summary>
|
||||
/// Resources loading thread.
|
||||
/// </summary>
|
||||
class LoadingThread : public IRunnable
|
||||
{
|
||||
protected:
|
||||
volatile int64 _exitFlag;
|
||||
Thread* _thread;
|
||||
int32 _totalTasksDoneCount;
|
||||
|
||||
public:
|
||||
LoadingThread();
|
||||
~LoadingThread();
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Set exit flag to true so thread must exit
|
||||
/// </summary>
|
||||
void NotifyExit();
|
||||
|
||||
/// <summary>
|
||||
/// Stops the calling thread execution until the loading thread ends its execution.
|
||||
/// </summary>
|
||||
void Join();
|
||||
|
||||
/// <summary>
|
||||
/// Starts thread execution.
|
||||
/// </summary>
|
||||
/// <param name="name">The thread name.</param>
|
||||
/// <returns>True if cannot start, otherwise false</returns>
|
||||
bool Start(const String& name);
|
||||
|
||||
/// <summary>
|
||||
/// Runs the specified task.
|
||||
/// </summary>
|
||||
/// <param name="task">The task.</param>
|
||||
void Run(class ContentLoadTask* task);
|
||||
|
||||
public:
|
||||
// [IRunnable]
|
||||
String ToString() const override;
|
||||
int32 Run() override;
|
||||
void Exit() override;
|
||||
};
|
||||
@@ -67,6 +67,7 @@ protected:
|
||||
#if TRACY_ENABLE
|
||||
ZoneScoped;
|
||||
ZoneName(*name, name.Length());
|
||||
ZoneValue(chunk->LocationInFile.Size / 1024); // Size in kB
|
||||
#endif
|
||||
if (ref->Storage->LoadAssetChunk(chunk))
|
||||
{
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include "Engine/Core/Log.h"
|
||||
#include "Engine/Threading/Threading.h"
|
||||
#include "Engine/Streaming/StreamingGroup.h"
|
||||
#include "Engine/Content/Loading/ContentLoadingManager.h"
|
||||
#include "Engine/Graphics/PixelFormatExtensions.h"
|
||||
#include "Engine/Graphics/GPUDevice.h"
|
||||
#include "Engine/Graphics/RenderTools.h"
|
||||
|
||||
Reference in New Issue
Block a user