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