mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-11 16:57:53 -06:00
Fixed parallelization of texture compression:
Memory synchronization (memory barriers) are introduced using std::atomic variables.
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parent
ef0e323d1b
commit
e1ff808f14
2 changed files with 47 additions and 46 deletions
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@ -27,49 +27,57 @@ namespace GUI {
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void GLTexture::Compressor::reset()
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{
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if (m_is_compressing)
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{
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// force compression completion, if any
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if (m_thread.joinable()) {
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m_abort_compressing = true;
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// wait for compression completion, if any
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while (m_is_compressing) {}
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}
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m_thread.join();
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m_levels.clear();
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}
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void GLTexture::Compressor::add_level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data)
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{
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m_levels.emplace_back(w, h, data);
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m_num_levels_compressed = 0;
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m_abort_compressing = false;
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}
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assert(m_levels.empty());
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assert(m_abort_compressing == false);
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assert(m_num_levels_compressed == 0);
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}
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void GLTexture::Compressor::start_compressing()
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{
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std::thread t(&GLTexture::Compressor::compress, this);
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t.detach();
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// The worker thread should be stopped already.
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assert(! m_thread.joinable());
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assert(! m_levels.empty());
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assert(m_abort_compressing == false);
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assert(m_num_levels_compressed == 0);
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if (! m_levels.empty()) {
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std::thread thrd(&GLTexture::Compressor::compress, this);
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m_thread = std::move(thrd);
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}
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}
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bool GLTexture::Compressor::unsent_compressed_data_available() const
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{
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for (const Level& level : m_levels)
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{
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if (!level.sent_to_gpu && level.compressed)
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if (m_levels.empty())
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return false;
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// Querying the atomic m_num_levels_compressed value synchronizes processor caches, so that the dat of m_levels modified by the worker thread are accessible to the calling thread.
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unsigned int num_compressed = m_num_levels_compressed;
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for (unsigned int i = 0; i < num_compressed; ++ i)
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if (! m_levels[i].sent_to_gpu && ! m_levels[i].compressed_data.empty())
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return true;
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}
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return false;
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}
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void GLTexture::Compressor::send_compressed_data_to_gpu()
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{
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// this method should be called inside the main thread of Slicer or a new OpenGL context (sharing resources) would be needed
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if (m_levels.empty())
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return;
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.m_id));
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for (int i = 0; i < (int)m_levels.size(); ++i)
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// Querying the atomic m_num_levels_compressed value synchronizes processor caches, so that the dat of m_levels modified by the worker thread are accessible to the calling thread.
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int num_compressed = (int)m_num_levels_compressed;
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for (int i = 0; i < num_compressed; ++ i)
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{
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Level& level = m_levels[i];
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if (!level.sent_to_gpu && level.compressed)
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if (! level.sent_to_gpu && ! level.compressed_data.empty())
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{
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glsafe(::glCompressedTexSubImage2D(GL_TEXTURE_2D, (GLint)i, 0, 0, (GLsizei)level.w, (GLsizei)level.h, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)level.compressed_data.size(), (const GLvoid*)level.compressed_data.data()));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i));
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@ -77,29 +85,21 @@ void GLTexture::Compressor::send_compressed_data_to_gpu()
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level.sent_to_gpu = true;
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// we are done with the compressed data, we can discard it
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level.compressed_data.clear();
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level.compressed = false;
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}
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}
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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}
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bool GLTexture::Compressor::all_compressed_data_sent_to_gpu() const
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{
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for (const Level& level : m_levels)
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{
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if (!level.sent_to_gpu)
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return false;
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}
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return true;
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if (num_compressed == (unsigned int)m_levels.size())
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// Finalize the worker thread, close it.
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this->reset();
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}
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void GLTexture::Compressor::compress()
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{
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// reference: https://github.com/Cyan4973/RygsDXTc
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m_is_compressing = true;
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m_abort_compressing = false;
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assert(m_num_levels_compressed == 0);
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assert(m_abort_compressing == false);
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for (Level& level : m_levels)
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{
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@ -115,11 +115,8 @@ void GLTexture::Compressor::compress()
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// we are done with the source data, we can discard it
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level.src_data.clear();
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level.compressed = true;
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++ m_num_levels_compressed;
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}
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m_is_compressing = false;
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m_abort_compressing = false;
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}
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GLTexture::Quad_UVs GLTexture::FullTextureUVs = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f } };
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@ -19,30 +19,34 @@ namespace GUI {
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unsigned int h;
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std::vector<unsigned char> src_data;
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std::vector<unsigned char> compressed_data;
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bool compressed;
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bool sent_to_gpu;
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Level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data) : w(w), h(h), src_data(data), compressed(false), sent_to_gpu(false) {}
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Level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data) : w(w), h(h), src_data(data), sent_to_gpu(false) {}
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};
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GLTexture& m_texture;
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std::vector<Level> m_levels;
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bool m_is_compressing;
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bool m_abort_compressing;
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std::thread m_thread;
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// Does the caller want the background thread to stop?
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// This atomic also works as a memory barrier for synchronizing the cancel event with the worker thread.
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std::atomic<bool> m_abort_compressing;
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// How many levels were compressed since the start of the background processing thread?
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// This atomic also works as a memory barrier for synchronizing results of the worker thread with the calling thread.
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std::atomic<unsigned int> m_num_levels_compressed;
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public:
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explicit Compressor(GLTexture& texture) : m_texture(texture), m_is_compressing(false), m_abort_compressing(false) {}
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explicit Compressor(GLTexture& texture) : m_texture(texture), m_abort_compressing(false), m_num_levels_compressed(0) {}
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~Compressor() { reset(); }
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void reset();
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void add_level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data);
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void add_level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data) { m_levels.emplace_back(w, h, data); }
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void start_compressing();
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bool unsent_compressed_data_available() const;
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void send_compressed_data_to_gpu();
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bool all_compressed_data_sent_to_gpu() const;
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bool all_compressed_data_sent_to_gpu() const { return m_levels.empty(); }
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private:
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void compress();
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