216 lines
6.4 KiB
Zig
216 lines
6.4 KiB
Zig
allocator: std.mem.Allocator = undefined,
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timeLeft: f64 = 5.0,
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pub var NeonObjectTable: core.EngineObjectVTable = core.EngineObjectVTable.from(@This(), "Headless");
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pub fn create(allocator: std.mem.Allocator) !*@This() {
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const self = try allocator.create(@This());
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self.* = .{
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.allocator = allocator,
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};
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return self;
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}
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pub fn prepare(self: *@This()) !void {
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_ = self;
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for(0..120_000) |i|
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{
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_ = i;
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const e = try core.createEntity();
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const x = e.addComponent(core.Scene).?;
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x.setMobility(.moveable);
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}
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// try self.testThing();
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}
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pub fn tick(self: *@This(), dt: f64) void {
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// std.Thread.sleep(1000_000);
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self.timeLeft -= dt;
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const start = core.getEngineTime();
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core.parallelJob(UpdateWorldTransformsJob{}, false, 10) catch unreachable;
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// wait 10 ms
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while (core.getEngineTime() - start < 0.010) {
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// std.Thread.sleep(10_000_000);
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}
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if (self.timeLeft < 0)
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core.exitNow();
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}
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pub fn deinit(self: *@This()) void {
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self.allocator.destroy(self);
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}
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const Src = std.builtin.SourceLocation;
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pub fn Barrier(src: Src) type {
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return struct {
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pub const Src = src;
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pub var count: u32 = 0;
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pub var generation: u32 = 0;
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pub var mutex: std.Thread.Mutex = .{};
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pub var cv: std.Thread.Condition = .{};
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pub fn sync(threadId: u32, barrierCount: u32) !void {
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_ = threadId;
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mutex.lock();
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defer mutex.unlock();
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count += 1;
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if (count == barrierCount) {
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// 2 second timeout
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count = 0;
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generation += 1;
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cv.broadcast();
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} else {
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try cv.timedWait(&mutex, 1000 * 1000 * 1000 * 2);
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}
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}
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};
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}
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const MultiJob = struct {
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threadId: u32 = 0,
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threadCount: u32 = 1,
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threadName: []const u8,
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pub fn func(ctx: @This(), job: *core.JobContext) void {
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_ = job;
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core.tracy.SetThreadName(@ptrCast(ctx.threadName.ptr));
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ctx.loop() catch {};
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if (core.getEngine().isShuttingDown()) {}
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Barrier(@src()).sync(ctx.threadId, ctx.threadCount) catch unreachable;
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}
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pub fn loop(ctx: @This()) !void {
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while (!core.getEngine().isShuttingDown()) {
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try Barrier(@src()).sync(ctx.threadId, ctx.threadCount);
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try ctx.tick();
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if (ctx.threadId == 0) {
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const z = core.tracy.ZoneN(@src(), "Thread 0 sleep");
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defer z.End();
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core.waitSeconds(0.01);
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}
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}
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}
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pub fn tick(ctx: @This()) !void {
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const z = core.tracy.ZoneN(@src(), "MultiJob Tick");
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defer z.End();
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// std.Thread.sleep(100_000 * ctx.threadId);
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try Barrier(@src()).sync(ctx.threadId, ctx.threadCount);
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}
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};
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const UpdateWorldTransformsJob = struct {
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world: ?*anyopaque = null,
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pub fn func(self: @This(), thread: *core.ThreadContext) void {
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const z = core.tracy.ZoneN(@src(), "Transform Hierarchy - wide");
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defer z.End();
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thread.barrier(@src()) catch unreachable;
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var outputs: std.ArrayList(core.math.Transform) = .{};
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var outputList: std.ArrayList(usize) = .{};
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self.updateTransformsHierarchy(thread, &outputs, &outputList) catch |err| switch (err) {
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error.OutOfMemory => {
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unreachable;
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},
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// else => {
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// thread.abort(@src(), "unknown error", err);
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// return;
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// },
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};
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// sync results of output List
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thread.barrier(@src()) catch unreachable;
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// write out all results, there likely is no issue with false sharing as transforms are exactly 64 bytes
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// const dense = self.world.denseScenes();
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// for (outputList.items) |i| {
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// // dense[i].transform = outputs.items[i];
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// }
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}
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pub fn updateTransformsHierarchy(self: @This(), thread: *core.ThreadContext, outputs: *std.ArrayList(core.math.Transform), outputList: *std.ArrayList(usize)) !void {
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_ = outputList;
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_ = self;
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const z = core.tracy.ZoneN(@src(), "updateTransformsHierarchy");
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defer z.End();
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//const dense = self.world.denseScenes();
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const densePosRot = core.Scene.SceneObjectContainer.denseItems(.posRot);
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// everything allocated with thread.scratch is blown away when the thread is complete
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try outputs.resize(thread.scratch(), densePosRot.len);
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// scan and mark all root nodes for update
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const split = thread.splitSlice(core.scene.ScenePosRot, densePosRot);
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const locals:[]core.math.Transform = try thread.scratch().alloc(core.math.Transform, split.slice.len);
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const z2 = core.tracy.ZoneN(@src(), "WalkAndResolve");
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defer z2.End();
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for (split.slice, 0..) |posRot, i| {
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const index = split.startIndex + i;
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_ = index;
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locals[i] = posRot.toTransform();
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}
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//for (split.slice, 0..) |repr, i| {
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//}
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}
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};
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// new idea that im thinking i want to do...
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//
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// game is now responsible for scheduling order of work
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//
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// eg. prepare_game now has to return a struct that defines a list of phases. eg. the default list looks like,
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//
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// engine.setEngineTickPhases(&.{
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// core.tick,
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// // ecs.tick
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// });
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//
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// core. comes with a bunch of prebuilt phases.
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pub fn testThing(self: *@This()) !void {
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_ = self;
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const workerCount = 16;
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core.setBarrierCount(workerCount);
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for (0..workerCount) |i| {
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const name = try std.fmt.allocPrintSentinel(std.heap.c_allocator, "MultiJob{d}", .{i}, 0);
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try core.dispatchJob(MultiJob{ .threadName = name, .threadId = @intCast(i), .threadCount = workerCount });
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}
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// workerCountHint=0
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// async==false
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// will block until the job is complete, the active thread will also construct a threadContext that picks up one of the parallel tasks (todo implement workstealing)
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// try core.dispatchMulti(UpdateWorldTransformsJob{ .world = self.mainWorld }, null, false); // null == use max workers,
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}
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pub fn main() anyerror!void {
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var spec = try backlog.getSpec("headless");
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// try spec.put("useGPA", .{ .boolean = false });
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_ = backlog.startEngine(&NeonObjectTable, &spec);
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}
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const std = @import("std");
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const backlog = @import("backlog");
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const core = backlog.core;
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