comment on threading

This commit is contained in:
David Rose 2006-03-10 03:23:11 +00:00
parent 93a06490bf
commit 0fc8016840

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