Files
VIVE-OpenXR-Unity/com.htc.upm.vive.openxr/Runtime/Common/ViveRenderThreadTask.cs
2025-01-10 17:31:06 +08:00

339 lines
12 KiB
C#

using AOT;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace VIVE.OpenXR.Common.RenderThread
{
#region syncObject
public class Message
{
public bool isFree = true;
}
/// <summary>
/// MessagePool class manages a pool of message objects for reuse. You can enter any kind of message object.
/// However when obtain, the message object will not able to cast to the type you want.
/// You should only use one kind of message. Not mix different kind of message.
/// </summary>
public class MessagePool
{
// pool member is used to store message objects in a list.
// Note that the size of this list will dynamically adjust as needed but will not automatically shrink.
private readonly List<Message> pool = new List<Message>(2) { };
private int index = 0;
public MessagePool() { }
// Next method calculates the next index value for cycling through message objects in the pool.
private int Next(int value)
{
if (++value >= pool.Count)
value = 0;
return value;
}
// Obtain method retrieves a message object from the pool.
// Ensure proper state setup for the message after retrieval and call Release() to the message after use.
public T Obtain<T>() where T : Message, new()
{
int c = pool.Count;
int i = index;
for (int j = 0; j < c; i++, j++)
{
if (i >= c)
i = 0;
if (pool[i].isFree)
{
//Debug.LogError("Obtain idx=" + i);
index = i;
return (T)pool[i];
}
}
index = Next(i);
var newItem = new T()
{
isFree = true
};
pool.Insert(index, newItem);
//Log.d("RT.MessagePool.Obtain<" + typeof(T) + ">() pool count=" + pool.Count); // Not to expose developer's type.
Log.D("RT.MessagePool.Obtain() pool count=" + pool.Count);
return newItem;
}
// Lock method marks a message as "in use" to prevent other code from reusing it.
// This is already called to the message obtained from the pool.
public static void Lock(Message msg)
{
msg.isFree = false;
}
/// <summary>
/// Release method marks a message as "free" so that other code can reuse it.
/// You can use it in RenderThread. It will not trigger the GC event.
/// </summary>
/// <param name="msg"></param>
public static void Release(Message msg)
{
msg.isFree = true;
}
}
/// <summary>
/// PreAllocatedQueue class is a message queue based on MessagePool for preallocating message objects.
/// Its main functionality is to add message objects to the queue and retrieve them from the queue.
/// Messages should be enqueued in GameThread and dequeued in RenderThread.
/// In render thread, dequeue will not trigger the GC event. Because the queue is preallocated.
/// The 'lock' expression is not used for list's size change. Because lock should be avoid used in RenderThread.
/// Set the queueSize as the double count of message you want to pass to render thread in one frame, and the
/// list will never change size during runtime. Therefore we don't need to use 'lock' to protect the list.
/// </summary>
public class PreAllocatedQueue : MessagePool
{
// list member is used to store preallocated message objects in a list.
// Note that the size of this list is set during initialization and does not dynamically adjust.
private List<Message> list = new List<Message>();
private int queueBegin = 0;
private int queueEnd = 0;
/// <summary>
/// The queueSize should be the double count of message you want to pass to render thread in one frame.
/// </summary>
/// <param name="queueSize"></param>
public PreAllocatedQueue(int queueSize = 2) : base()
{
for (int i = 0; i < queueSize; i++)
{
list.Add(null);
}
}
private int Next(int value)
{
if (++value >= list.Count)
value = 0;
return value;
}
/// <summary>
/// Enqueue method adds a message object to the queue.
/// If the queue is full, the new message is added to the end of the list.
///
/// This function is designed to use the message object obtained from the MessagePool.
/// Ensure only one type of message object is used in the queue.
///
/// Enqueue will increase the queue size if the queue is full. This may trigger GC.Alloc.
/// This function should be used in GameThread.
/// </summary>
/// <param name="msg"></param>
public void Enqueue(Message msg)
{
Lock(msg);
queueEnd = Next(queueEnd);
// If the queue is full, add the message to the end of the list. Should not let it happen.
// Use larger queue size to avoid this issue.
// If you see the error log here, you should increase the queue size in your design.
if (queueEnd == queueBegin)
{
// Should let Insert and queueBegin be atomic. No lock protection here.
list.Insert(queueEnd, msg);
queueBegin++;
Debug.LogError("RT.MessagePool.Enqueue() list count=" + list.Count);
}
else
{
list[queueEnd] = msg;
}
}
/// <summary>
/// Dequeue method retrieves a message object from the queue.
/// This method returns the first message object in the queue and removes it from the queue.
/// This function will not trigger the GC event. Free to use in RenderThread.
/// After use the Message, call Release() to the message.
/// </summary>
/// <returns></returns>
public Message Dequeue()
{
// No lock protection here. If list is not change size, it is safe.
// However if list changed size, it is safe in most case.
queueBegin = Next(queueBegin);
return list[queueBegin];
}
}
/// <summary>
/// RenderThreadTask class is used to execute specified tasks on the rendering thread.
/// You don't need to develop a native function to run your task on the rendering thread.
/// And you don't need to design how to pass data to render thread.
/// This class can be run in Unity Editor since Unity 2021. Test your code in Unity Editor can save your time.
///
/// You should only create RenderThreadTask as static readonly. Do not create RenderThreadTask in dynamic.
///
/// You should not run Unity.Engine code in RenderThread. It will cause the Unity.Engine to hang.
/// Any exception will not be caught and shown in RenderThread.
/// You should print your error message out to clearify your issue.
///
/// The 'lock' expression is not used here. Because I believe the lock is not necessary in this case.
/// And the lock will cause the performance issue. All the design here help you not to use 'lock'.
/// </summary>
public class RenderThreadTask
{
private static IntPtr GetFunctionPointerForDelegate(Delegate del)
{
return System.Runtime.InteropServices.Marshal.GetFunctionPointerForDelegate(del);
}
public delegate void RenderEventDelegate(int e);
private static readonly RenderEventDelegate handle = new RenderEventDelegate(RunSyncObjectInRenderThread);
private static readonly IntPtr handlePtr = GetFunctionPointerForDelegate(handle);
public delegate void Receiver(PreAllocatedQueue dataQueue);
// CommandList is used to store all RenderThreadTask objects.
// Do not create RenderThreadTask object in dynamic. It will cause the CommandList to increase infinitly.
private static List<RenderThreadTask> CommandList = new List<RenderThreadTask>();
private PreAllocatedQueue queue;
public PreAllocatedQueue Queue { get { return queue; } }
private readonly Receiver receiver;
private readonly int id;
/// <summary>
/// Input the receiver as render thread callback. The receiver will be executed in render thread.
/// queueSize should be the double count of message you want to pass to render thread in one frame.
/// </summary>
/// <param name="render">The callback in render thread.</param>
/// <param name="queueSize">If issue this event once in a frame, set queueSize as 2.</param>
/// <exception cref="ArgumentNullException"></exception>
public RenderThreadTask(Receiver render, int queueSize = 2)
{
queue = new PreAllocatedQueue(queueSize);
receiver = render;
if (receiver == null)
throw new ArgumentNullException("receiver should not be null");
CommandList.Add(this);
id = CommandList.IndexOf(this);
}
~RenderThreadTask()
{
// Remove could be in a random order, and will cause orderId change. DO not remove any of them.
//try { CommandList.Remove(this); } finally { }
}
void IssuePluginEvent(IntPtr callback, int eventID)
{
// Older version will hang after run script in render thread.
GL.IssuePluginEvent(callback, eventID);
return;
}
void IssuePluginEvent(CommandBuffer cmdBuf, IntPtr callback, int eventID)
{
cmdBuf.IssuePluginEvent(callback, eventID);
return;
}
/// <summary>
/// IssueEvent method submits this task's receiver, which is set in constructor, to be executed on the rendering thread.
/// </summary>
public void IssueEvent()
{
// Let the render thread run the RunSyncObjectInRenderThread(id)
IssuePluginEvent(handlePtr, id);
}
public void IssueInCommandBuffer(CommandBuffer cmdBuf)
{
// Let the render thread run the RunSyncObjectInRenderThread(id)
IssuePluginEvent(cmdBuf, handlePtr, id);
}
// Called by RunSyncObjectInRenderThread()
private void Receive()
{
receiver(queue);
}
// RunSyncObjectInRenderThread method is a static method used to execute a specified task on the rendering thread.
// This method is invoked by Unity's rendering event mechanism and does not need to be called directly by developers.
[MonoPInvokeCallback(typeof(RenderEventDelegate))]
private static void RunSyncObjectInRenderThread(int id)
{
CommandList[id].Receive();
}
}
#endregion
#region sample
// Not to compile this sample into your application. Just for reference. You can run this sample in Unity Editor and it will work.
#if UNITY_EDITOR
public class ViveRenderThreadTaskSample : MonoBehaviour
{
// Create your own message class.
internal class SampleMessage : Message
{
public int dataPassedToRenderThread;
}
// Use static readonly to create RenderThreadTask. Keep internal to avoid miss use by other developers.
internal static readonly RenderThreadTask sampleRenderThreadTask1 = new RenderThreadTask(SampleReceiver1);
// Different task use different RenderThreadTask and different recevier.
internal static readonly RenderThreadTask sampleRenderThreadTask2 = new RenderThreadTask(SampleReceiver2);
private static void SampleReceiver1(PreAllocatedQueue dataQueue)
{
var msg = dataQueue.Dequeue() as SampleMessage;
if (msg != null)
{
// Keep data before release. Use local variable to keep data and release msg early. Should not keep the msg instance itself.
var data = msg.dataPassedToRenderThread;
// Make sure release the msg if finished. Other wise the memory will keep increasing when Obtain.
MessagePool.Release(msg);
Debug.Log("Task1, the data passed to render thread: " + data);
}
}
private static void SampleReceiver2(PreAllocatedQueue dataQueue)
{
var msg = dataQueue.Dequeue() as SampleMessage;
if (msg != null)
{
// Keep data before release. Use local variable to keep data and release msg early. Should not keep the msg instance itself.
var data = msg.dataPassedToRenderThread;
// Make sure release the msg if finished. Other wise the memory will keep increasing when Obtain.
MessagePool.Release(msg);
Debug.Log("Task2, the data passed to render thread: " + data);
}
}
// Send a message to the render thread every frame.
private void Update()
{
// Make sure only one kind of message object is used in the queue.
var msg = sampleRenderThreadTask1.Queue.Obtain<SampleMessage>();
msg.dataPassedToRenderThread = 123;
sampleRenderThreadTask1.Queue.Enqueue(msg);
sampleRenderThreadTask1.IssueEvent();
}
// Send a message to render thread when something clicked. Make sure only one click in one frame because the queue size is only two.
public void OnClicked()
{
// Reuse the same message type is ok.
var msg = sampleRenderThreadTask2.Queue.Obtain<SampleMessage>();
msg.dataPassedToRenderThread = 234;
sampleRenderThreadTask2.Queue.Enqueue(msg);
sampleRenderThreadTask2.IssueEvent();
}
}
#endif
#endregion
}