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/************************************************************************************

PublicHeader:   None
Filename    :   OVR_ThreadCommandQueue.cpp
Content     :   Command queue for operations executed on a thread
Created     :   October 29, 2012

Copyright   :   Copyright 2014 Oculus VR, Inc. All Rights reserved.

Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); 
you may not use the Oculus VR Rift SDK except in compliance with the License, 
which is provided at the time of installation or download, or which 
otherwise accompanies this software in either electronic or hard copy form.

You may obtain a copy of the License at

http://www.oculusvr.com/licenses/LICENSE-3.1 

Unless required by applicable law or agreed to in writing, the Oculus VR SDK 
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

************************************************************************************/

#include "OVR_ThreadCommandQueue.h"

namespace OVR {


//------------------------------------------------------------------------
// ***** CircularBuffer

// CircularBuffer is a FIFO buffer implemented in a single block of memory,
// which allows writing and reading variable-size data chucks. Write fails
// if buffer is full.

class CircularBuffer
{
    enum {
        AlignSize = 16,
        AlignMask = AlignSize - 1
    };

    UByte*  pBuffer;
    UPInt   Size;
    UPInt   Tail;   // Byte offset of next item to be popped.
    UPInt   Head;   // Byte offset of where next push will take place.
    UPInt   End;    // When Head < Tail, this is used instead of Size.    

    inline UPInt roundUpSize(UPInt size)
    { return (size + AlignMask) & ~(UPInt)AlignMask; }

public:

    CircularBuffer(UPInt size)
        : Size(size), Tail(0), Head(0), End(0)
    {
        pBuffer = (UByte*)OVR_ALLOC_ALIGNED(roundUpSize(size), AlignSize);
    }
    ~CircularBuffer()
    {
        // For ThreadCommands, we must consume everything before shutdown.
        OVR_ASSERT(IsEmpty());
        OVR_FREE_ALIGNED(pBuffer);
    }

    bool    IsEmpty() const { return (Head == Tail); }

    // Allocates a state block of specified size and advances pointers,
    // returning 0 if buffer is full.
    UByte*  Write(UPInt size);

    // Returns a pointer to next available data block; 0 if none available.
    UByte*  ReadBegin()
    { return (Head != Tail) ? (pBuffer + Tail) : 0; }
    // Consumes data of specified size; this must match size passed to Write.
    void    ReadEnd(UPInt size);
};


// Allocates a state block of specified size and advances pointers,
// returning 0 if buffer is full.
UByte* CircularBuffer::Write(UPInt size)
{
    UByte* p = 0;

    size = roundUpSize(size);
    // Since this is circular buffer, always allow at least one item.
    OVR_ASSERT(size < Size/2);

    if (Head >= Tail)
    {
        OVR_ASSERT(End == 0);
        
        if (size <= (Size - Head))
        {
            p    = pBuffer + Head;
            Head += size;
        }
        else if (size < Tail)
        {
            p    = pBuffer;
            End  = Head;
            Head = size;
            OVR_ASSERT(Head != Tail);
        }
    }
    else
    {
        OVR_ASSERT(End != 0);

        if ((Tail - Head) > size)
        {
            p    = pBuffer + Head;
            Head += size;
            OVR_ASSERT(Head != Tail);
        }
    }

    return p;
}

void CircularBuffer::ReadEnd(UPInt size)
{
    OVR_ASSERT(Head != Tail);
    size = roundUpSize(size);
    
    Tail += size;        
    if (Tail == End)
    {
        Tail = End = 0;
    }
    else if (Tail == Head)
    {        
        OVR_ASSERT(End == 0);
        Tail = Head = 0;
    }
}


//-------------------------------------------------------------------------------------
// ***** ThreadCommand

ThreadCommand::PopBuffer::~PopBuffer()
{
    if (Size)
        Destruct<ThreadCommand>(toCommand());
}

void ThreadCommand::PopBuffer::InitFromBuffer(void* data)
{
    ThreadCommand* cmd = (ThreadCommand*)data;
    OVR_ASSERT(cmd->Size <= MaxSize);

    if (Size)
        Destruct<ThreadCommand>(toCommand());    
    Size = cmd->Size;    
    memcpy(Buffer, (void*)cmd, Size);
}

void ThreadCommand::PopBuffer::Execute()
{
    ThreadCommand* command = toCommand();
    OVR_ASSERT(command);
    command->Execute();
    if (NeedsWait())
        GetEvent()->PulseEvent();
}

//-------------------------------------------------------------------------------------

class ThreadCommandQueueImpl : public NewOverrideBase
{
    typedef ThreadCommand::NotifyEvent NotifyEvent;
    friend class ThreadCommandQueue;
    
public:

    ThreadCommandQueueImpl(ThreadCommandQueue* queue)
        : pQueue(queue), ExitEnqueued(false), ExitProcessed(false), CommandBuffer(2048)
    {
    }
    ~ThreadCommandQueueImpl();


    bool PushCommand(const ThreadCommand& command);
    bool PopCommand(ThreadCommand::PopBuffer* popBuffer);


    // ExitCommand is used by notify us that Thread is shutting down.
    struct ExitCommand : public ThreadCommand
    {
        ThreadCommandQueueImpl* pImpl;
        
        ExitCommand(ThreadCommandQueueImpl* impl, bool wait)
            : ThreadCommand(sizeof(ExitCommand), wait, true), pImpl(impl) { }

        virtual void Execute() const
        {
            Lock::Locker lock(&pImpl->QueueLock);
            pImpl->ExitProcessed = true;
        }
        virtual ThreadCommand* CopyConstruct(void* p) const 
        { return Construct<ExitCommand>(p, *this); }
    };


    NotifyEvent* AllocNotifyEvent_NTS()
    {
        NotifyEvent* p = AvailableEvents.GetFirst();

        if (!AvailableEvents.IsNull(p))
            p->RemoveNode();        
        else
            p = new NotifyEvent;
        return p;
    }

    void         FreeNotifyEvent_NTS(NotifyEvent* p)
    {
        AvailableEvents.PushBack(p);
    }

    void        FreeNotifyEvents_NTS()
    {
        while(!AvailableEvents.IsEmpty())
        {
            NotifyEvent* p = AvailableEvents.GetFirst();
            p->RemoveNode();
            delete p;
        }
    }

    ThreadCommandQueue* pQueue;
    Lock                QueueLock;
    volatile bool       ExitEnqueued;
    volatile bool       ExitProcessed;
    List<NotifyEvent>   AvailableEvents;
    List<NotifyEvent>   BlockedProducers;
    CircularBuffer      CommandBuffer;
};



ThreadCommandQueueImpl::~ThreadCommandQueueImpl()
{
    Lock::Locker lock(&QueueLock);
    OVR_ASSERT(BlockedProducers.IsEmpty());
    FreeNotifyEvents_NTS();
}

bool ThreadCommandQueueImpl::PushCommand(const ThreadCommand& command)
{
    ThreadCommand::NotifyEvent* completeEvent = 0;
    ThreadCommand::NotifyEvent* queueAvailableEvent = 0;

    // Repeat  writing command into buffer until it is available.    
    do {

        { // Lock Scope
            Lock::Locker lock(&QueueLock);

            if (queueAvailableEvent)
            {
                FreeNotifyEvent_NTS(queueAvailableEvent);
                queueAvailableEvent = 0;
            }

            // Don't allow any commands after PushExitCommand() is called.
            if (ExitEnqueued && !command.ExitFlag)
                return false;


            bool   bufferWasEmpty = CommandBuffer.IsEmpty();
            UByte* buffer = CommandBuffer.Write(command.GetSize());
            if  (buffer)
            {
                ThreadCommand* c = command.CopyConstruct(buffer);
                if (c->NeedsWait())
                    completeEvent = c->pEvent = AllocNotifyEvent_NTS();
                // Signal-waker consumer when we add data to buffer.
                if (bufferWasEmpty)
                    pQueue->OnPushNonEmpty_Locked();
                break;
            }

            queueAvailableEvent = AllocNotifyEvent_NTS();
            BlockedProducers.PushBack(queueAvailableEvent);
        } // Lock Scope

        queueAvailableEvent->Wait();

    } while(1);

    // Command was enqueued, wait if necessary.
    if (completeEvent)
    {
        completeEvent->Wait();
        Lock::Locker lock(&QueueLock);
        FreeNotifyEvent_NTS(completeEvent);
    }

    return true;
}


// Pops the next command from the thread queue, if any is available.
bool ThreadCommandQueueImpl::PopCommand(ThreadCommand::PopBuffer* popBuffer)
{    
    Lock::Locker lock(&QueueLock);

    UByte* buffer = CommandBuffer.ReadBegin();
    if (!buffer)
    {
        // Notify thread while in lock scope, enabling initialization of wait.
        pQueue->OnPopEmpty_Locked();
        return false;
    }

    popBuffer->InitFromBuffer(buffer);
    CommandBuffer.ReadEnd(popBuffer->GetSize());

    if (!BlockedProducers.IsEmpty())
    {
        ThreadCommand::NotifyEvent* queueAvailableEvent = BlockedProducers.GetFirst();
        queueAvailableEvent->RemoveNode();
        queueAvailableEvent->PulseEvent();
        // Event is freed later by waiter.
    }    
    return true;
}


//-------------------------------------------------------------------------------------

ThreadCommandQueue::ThreadCommandQueue()
{
    pImpl = new ThreadCommandQueueImpl(this);
}
ThreadCommandQueue::~ThreadCommandQueue()
{
    delete pImpl;
}

bool ThreadCommandQueue::PushCommand(const ThreadCommand& command)
{
    return pImpl->PushCommand(command);
}

bool ThreadCommandQueue::PopCommand(ThreadCommand::PopBuffer* popBuffer)
{    
    return pImpl->PopCommand(popBuffer);
}

void ThreadCommandQueue::PushExitCommand(bool wait)
{
    // Exit is processed in two stages:
    //  - First, ExitEnqueued flag is set to block further commands from queuing up.
    //  - Second, the actual exit call is processed on the consumer thread, flushing
    //    any prior commands.
    //    IsExiting() only returns true after exit has flushed.
    {
        Lock::Locker lock(&pImpl->QueueLock);
        if (pImpl->ExitEnqueued)
            return;
        pImpl->ExitEnqueued = true;
    }

    PushCommand(ThreadCommandQueueImpl::ExitCommand(pImpl, wait));
}

bool ThreadCommandQueue::IsExiting() const
{
    return pImpl->ExitProcessed;
}


} // namespace OVR