The expiration time for new job artifacts in CI/CD pipelines is now 30 days (GitLab default). Previously generated artifacts in already completed jobs will not be affected by the change. The latest artifacts for all jobs in the latest successful pipelines will be kept. More information: https://gitlab.lrz.de/help/user/admin_area/settings/continuous_integration.html#default-artifacts-expiration

opengljobprocessor.cpp 9 KB
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// ================================================================================================
// 
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// This file is part of the CAMPVis Software Framework.
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// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
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//      Christian Schulte zu Berge <christian.szb@in.tum.de>
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//      Chair for Computer Aided Medical Procedures
//      Technische Universitt Mnchen
//      Boltzmannstr. 3, 85748 Garching b. Mnchen, Germany
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// For a full list of authors and contributors, please refer to the file "AUTHORS.txt".
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// 
// The licensing of this softare is not yet resolved. Until then, redistribution in source or
// binary forms outside the CAMP chair is not permitted, unless explicitly stated in legal form.
// However, the names of the original authors and the above copyright notice must retain in its
// original state in any case.
// 
// Legal disclaimer provided by the BSD license:
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY 
// AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR 
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR 
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
// 
// ================================================================================================

#include "opengljobprocessor.h"

#include "tgt/assert.h"
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#include "tgt/logmanager.h"
#include "tgt/openglgarbagecollector.h"
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#include "tgt/qt/qtcontextmanager.h"
#include "core/tools/job.h"

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namespace campvis {
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    OpenGLJobProcessor::OpenGLJobProcessor()
        : _currentContext(0)
    {
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        _pause = 0;
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    }

    OpenGLJobProcessor::~OpenGLJobProcessor() {
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        // delete all per-context job queues and unfinished jobs
        for (tbb::concurrent_vector<tgt::GLCanvas*>::const_iterator it = _contexts.begin(); it != _contexts.end(); ++it) {
            tbb::concurrent_hash_map<tgt::GLCanvas*, PerContextJobQueue*>::const_accessor a;
            if (_contextQueueMap.find(a, *it)) {
                delete a->second;
            }
        }
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        _contextQueueMap.clear();
        _contexts.clear();
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    }

    void OpenGLJobProcessor::stop() {
        _stopExecution = true;
        _evaluationCondition.notify_all();
    }

    void OpenGLJobProcessor::run() {
        std::unique_lock<tbb::mutex> lock(CtxtMgr.getGlMutex());
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        clock_t lastCleanupTime = clock() * 1000 / CLOCKS_PER_SEC;
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        while (! _stopExecution) {
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            // this is a simple round-robing scheduling between all contexts:
            bool hadWork = false;
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            // TODO: consider only non-empty context queues here
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            clock_t maxTimePerContext = static_cast<clock_t>(30 / _contexts.size());
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            for (size_t i = 0; i < _contexts.size(); ++i) {
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                clock_t startTimeCurrentContext = clock() * 1000 / CLOCKS_PER_SEC;
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                tgt::GLCanvas* context = _contexts[i];

                tbb::concurrent_hash_map<tgt::GLCanvas*, PerContextJobQueue*>::const_accessor a;
                if (!_contextQueueMap.find(a, context)) {
                    tgtAssert(false, "Should not reach this: Did not find context in contextQueueMap!");
                    break;
                }

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                // avoid expensive context-switches for contexts without pending jobs.
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                if (a->second->empty())
                    continue;

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                // we will have work, so update the flag
                hadWork = true;

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                // perform context switch if necessary
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                if (_currentContext != context) {
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                    if (_currentContext != 0) {
                        glFinish();
                        LGL_ERROR;
                    }
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                    context->getContext()->acquire();
                    _currentContext = context;
                }

                // now comes the per-context scheduling strategy:
                // first: perform as much serial jobs as possible:
                AbstractJob* jobToDo = 0;
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                while ((clock() * 1000 / CLOCKS_PER_SEC) - startTimeCurrentContext < maxTimePerContext) {
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                    // try fetch a job
                    if (! a->second->_serialJobs.try_pop(jobToDo)) {
                        // no job to do, exit the while loop
                        break;
                    }
                    // execute and delete the job
                    jobToDo->execute();
                    delete jobToDo;
                }

                // second: execute one low-prio job if existant
                if (a->second->_lowPriorityJobs.try_pop(jobToDo)) {
                    jobToDo->execute();
                    delete jobToDo;
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                }

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                // third: execute paint job
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                jobToDo = a->second->_paintJob.fetch_and_store(0);
                if (jobToDo != 0) {
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                    jobToDo->execute();
                    delete jobToDo;
                }
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                // fourth: start the GC if it's time
                if (clock() * 1000 / CLOCKS_PER_SEC - lastCleanupTime > 250) {
                    GLGC.deleteGarbage();
                    lastCleanupTime = clock();
                }
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            }
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            while (_pause > 0) {
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                GLGC.deleteGarbage();
                lastCleanupTime = clock();
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                CtxtMgr.releaseCurrentContext();
                _evaluationCondition.wait(lock);
                _currentContext->getContext()->acquire();
                hadWork = true;
            }
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            if (! hadWork) {
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                GLGC.deleteGarbage();
                lastCleanupTime = clock();
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                CtxtMgr.releaseCurrentContext();
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                _evaluationCondition.wait(lock);
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                _currentContext->getContext()->acquire();
            }
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        }

        // release OpenGL context, so that other threads can access it
        CtxtMgr.releaseCurrentContext();
    }

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    void OpenGLJobProcessor::pause() {
        ++_pause;
    }

    void OpenGLJobProcessor::resume() {
        if (_pause == 0) {
            tgtAssert(false, "Called resume on non-paused job processor!");
            return;
        }

        --_pause;
        if (_pause == 0)
            _evaluationCondition.notify_all();
    }

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    void OpenGLJobProcessor::enqueueJob(tgt::GLCanvas* canvas, AbstractJob* job, JobType priority) {
        tbb::concurrent_hash_map<tgt::GLCanvas*, PerContextJobQueue*>::const_accessor a;
        if (_contextQueueMap.find(a, canvas)) {
            switch (priority) {
            case PaintJob:
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                {
                    AbstractJob* oldJob = a->second->_paintJob.fetch_and_store(job);
                    if (oldJob != 0)
                        delete oldJob;
                    break;
                }
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            case SerialJob:
                a->second->_serialJobs.push(job);
                break;
            case LowPriorityJob:
                a->second->_lowPriorityJobs.push(job);
                break;
            default:
                tgtAssert(false, "Should not reach this - wrong job type!");
                break;
            } 
        }
        else {
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            tgtAssert(false, "Specified context not found. Contexts must be registered before they can have jobs.");
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        }
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        _evaluationCondition.notify_all();
    }
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    void OpenGLJobProcessor::registerContext(tgt::GLCanvas* context) {
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#ifdef CAMPVIS_DEBUG
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        tbb::concurrent_hash_map<tgt::GLCanvas*, PerContextJobQueue*>::const_accessor a;
        if (_contextQueueMap.find(a, context))
            tgtAssert(false, "Contexts shall only be registered once!");
#endif

        PerContextJobQueue* newQueue = new PerContextJobQueue;
        _contextQueueMap.insert(std::make_pair(context, newQueue));
        _contexts.push_back(context);
    }

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    void OpenGLJobProcessor::deregisterContext(tgt::GLCanvas* context) {
        tbb::concurrent_hash_map<tgt::GLCanvas*, PerContextJobQueue*>::const_accessor a;
        if (_contextQueueMap.find(a, context)) {
            delete a->second;
            _contextQueueMap.erase(a);
        }
    }

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    tgt::GLCanvas* OpenGLJobProcessor::iKnowWhatImDoingGetArbitraryContext() {
        if (_currentContext != 0)
            return _currentContext;
        else if (!_contexts.empty())
            return _contexts.front();
        else {
            tgtAssert(false, "No Contexts registered!");
            return 0;
        }
    }

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}