wip: wait until data is ready and has been consumed (couples physics and rendering thread again)
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@ -2,6 +2,7 @@
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#define __PHYSICS_HPP_
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <queue>
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#include <raylib.h>
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@ -150,7 +151,11 @@ class ThreadedPhysics {
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TracyLockable(std::mutex, command_mtx);
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std::queue<Command> pending_commands;
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TracyLockable(std::mutex, pos_mtx);
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TracyLockable(std::mutex, data_mtx);
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std::condition_variable_any data_ready_cnd;
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std::condition_variable_any data_consumed_cnd;
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bool data_ready = false;
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bool data_consumed = true;
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std::vector<Mass> masses; // Read by renderer
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std::unordered_map<State, int> state_masses; // Read by renderer
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std::vector<Spring> springs; // Read by renderer
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@ -61,10 +61,9 @@ public:
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}
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private:
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auto AllocateGraphInstancing(const std::vector<Mass> &masses) -> void;
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auto AllocateGraphInstancing(std::size_t size) -> void;
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auto ReallocateGraphInstancingIfNecessary(const std::vector<Mass> &masses)
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-> void;
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auto ReallocateGraphInstancingIfNecessary(std::size_t size) -> void;
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public:
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auto UpdateTextureSizes() -> void;
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@ -81,12 +81,19 @@ auto main(int argc, char *argv[]) -> int {
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// TODO: Don't download each frame if nothing changed, check for update
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// first
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{
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std::lock_guard<LockableBase(std::mutex)> lock(physics.state.pos_mtx);
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std::unique_lock<LockableBase(std::mutex)> lock(physics.state.data_mtx);
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physics.state.data_ready_cnd.wait(
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lock, [&] { return physics.state.data_ready; });
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masses = physics.state.masses;
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state_masses = physics.state.state_masses;
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springs = physics.state.springs;
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state_springs = physics.state.state_springs;
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physics.state.data_ready = false;
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physics.state.data_consumed = true;
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}
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physics.state.data_consumed_cnd.notify_one();
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// Update the camera after the physics, so target lock is smooth
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if (state_masses.contains(state.current_state)) {
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@ -349,7 +349,7 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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[&](const struct ClearGraph &cg) { mass_springs.Clear(); },
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};
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while (state.running) {
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while (state.running.load()) {
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// Handle queued commands
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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@ -366,7 +366,6 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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}
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// Physics update
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// TODO: I need this thread to run at a constant rate
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mass_springs.ClearForces();
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mass_springs.CalculateSpringForces();
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mass_springs.CalculateRepulsionForces();
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@ -380,12 +379,20 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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// Publish the positions for the renderer (copy)
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.pos_mtx);
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std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
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state.data_consumed_cnd.wait(lock, [&] { return state.data_consumed; });
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state.masses = mass_springs.masses;
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state.state_masses = mass_springs.state_masses;
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state.springs = mass_springs.springs;
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state.state_springs = mass_springs.state_springs;
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state.data_ready = true;
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state.data_consumed = false;
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}
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// Notify the rendering thread that new data is available
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state.data_ready_cnd.notify_one();
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}
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}
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@ -33,8 +33,7 @@ auto Renderer::UpdateTextureSizes() -> void {
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menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
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}
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auto Renderer::AllocateGraphInstancing(const std::vector<Mass> &masses)
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-> void {
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auto Renderer::AllocateGraphInstancing(std::size_t size) -> void {
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cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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instancing_shader = LoadShader("shader/instancing_vertex.glsl",
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@ -48,16 +47,14 @@ auto Renderer::AllocateGraphInstancing(const std::vector<Mass> &masses)
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vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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vertex_mat.shader = instancing_shader;
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transforms = (Matrix *)MemAlloc(masses.size() * sizeof(Matrix));
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transforms_size = masses.size();
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transforms = (Matrix *)MemAlloc(size * sizeof(Matrix));
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transforms_size = size;
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}
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auto Renderer::ReallocateGraphInstancingIfNecessary(
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const std::vector<Mass> &masses) -> void {
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if (transforms_size != masses.size()) {
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transforms =
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(Matrix *)MemRealloc(transforms, masses.size() * sizeof(Matrix));
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transforms_size = masses.size();
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auto Renderer::ReallocateGraphInstancingIfNecessary(std::size_t size) -> void {
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if (transforms_size != size) {
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transforms = (Matrix *)MemRealloc(transforms, size * sizeof(Matrix));
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transforms_size = size;
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}
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}
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@ -76,9 +73,9 @@ auto Renderer::DrawMassSprings(
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ZoneNamedN(prepare_masses, "PrepareMasses", true);
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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if (transforms == nullptr) {
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AllocateGraphInstancing(masses);
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AllocateGraphInstancing(masses.size());
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}
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ReallocateGraphInstancingIfNecessary(masses);
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ReallocateGraphInstancingIfNecessary(masses.size());
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int i = 0;
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for (const auto &mass : masses) {
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@ -43,7 +43,7 @@ auto StateManager::FillGraph() -> void {
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// TODO: We have only dispatched the commands, the states won't be downloaded
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// when calling this... Make FindWinningStates() another command?
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// Or recalculate whenever masses.size() changes?
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FindWinningStates();
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// FindWinningStates();
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}
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auto StateManager::UpdateGraph() -> void {
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@ -74,7 +74,7 @@ auto StateManager::FindWinningStates() -> void {
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winning_states.clear();
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std::unordered_map<State, int> state_masses;
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{
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std::lock_guard<LockableBase(std::mutex)> lock(physics.state.pos_mtx);
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std::lock_guard<LockableBase(std::mutex)> lock(physics.state.data_mtx);
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state_masses = physics.state.state_masses;
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}
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for (const auto &[state, mass] : state_masses) {
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