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comment on threading
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@ -179,6 +179,81 @@ private:
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// The WindowRenderer class records the stages of the pipeline that
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// each thread (including the main thread, a.k.a. "app") should
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// process, and the list of windows for each stage.
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// There is one WindowRenderer instance for app, and another
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// instance for each thread (the thread-specific WindowRenderers are
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// actually instances of RenderThread, below, which inherits from
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// WindowRenderer).
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// The idea is that each window is associated with one or more
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// WindowRenderer objects, according to the threads in which its
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// rendering tasks (window, cull, and draw) are divided into.
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// The "window" task is responsible for doing any updates to the
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// window itself, such as size and placement, and is wholly
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// responsible for any API calls to the windowing system itself,
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// unrelated to OpenGL-type calls. This is normally done in app
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// (the design of X-Windows is such that all X calls must be issued
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// in the same thread).
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// The "cull" task is responsible for crawling through the scene
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// graph and discovering all of the Geoms that are within the
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// viewing frustum. It assembles all such Geoms, along with their
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// computed net state and transform, in a linked list of
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// CullableObjects, which it stores for the "draw" task, next.
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// The "draw" task is responsible for walking through the list of
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// CullableObjects recorded by the cull task, and issuing the
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// appropriate graphics commands to draw them.
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// There is an additional task, not often used, called "cdraw".
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// This task, if activated, will crawl through the scene graph and
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// issue graphics commands immediately, as each Geom is discovered.
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// It is only rarely used because it cannot perform sorting beyond
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// basic scene graph order, making it less useful than a separate
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// cull and draw task.
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// It is possible for all three of the normal tasks: window, cull,
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// and draw, to be handled by the same thread. This is the normal,
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// single-threaded model: all tasks are handled by the app thread.
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// In this case, the window will be added to _app's _window, _cull,
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// and _draw lists.
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// On the other hand, a window's tasks may also be distributed among
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// as many as three threads. For instance, if the window is listed
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// on _app's _window list, but on thread A's _cull list, and thread
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// B's _draw list, then the window task will be handled in the app
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// thread, while the cull task will be handled by thread A, and the
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// draw task will be handled (in parallel) by thread B. (In order
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// for this to work, it will be necessary that thread A and B are
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// configured to view different stages of the graphics pipeline.
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// This is a more advanced topic than there is room to discuss in
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// this comment.)
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// Manipulation of the various window lists in each WindowRenderer
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// object is always performed in the app thread. The auxiliary
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// threads are slaves to the app thread, and they can only perform
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// one of a handful of specified tasks, none of which includes
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// adding or removing windows from its lists. The full set of tasks
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// that a WindowRenderer may perform is enumerated in ThreadState,
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// above; see RenderThread::thread_main().
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// There is a pair of condition variables for each thread, _cv_start
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// and _cv_done, that is used to synchronize requests made by app to
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// a particular thread. The usual procedure to request a thread to
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// perform a particular task is the following: the app thread waits
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// on the thread's _cv_done variable, stores the value corresponding
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// to the desired task in the thread's _thread_state value, then
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// signals the thread's _cv_start variable. The thread, in turn,
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// will perform its requested task, set its _thread_state to
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// TS_wait, and signal _cv_done. See examples in the code,
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// e.g. open_windows(), for more details on this process.
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// It is of course not necessary to signal any threads in order to
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// perform tasks listed in the _app WindowRenderer. For this object
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// only, we simply call the appropriate methods on _app when we want
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// the tasks to be performed.
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class WindowRenderer {
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public:
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void add_gsg(GraphicsStateGuardian *gsg);
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