Currently job artifacts in CI/CD pipelines on LRZ GitLab never expire. Starting from Wed 26.1.2022 the default expiration time will be 30 days (GitLab default). Currently existing 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.h 7.46 KB
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// ================================================================================================
// 
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// This file is part of the CAMPVis Visualization Framework.
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// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
//      Christian Schulte zu Berge (christian.szb@in.tum.de)
//      Chair for Computer Aided Medical Procedures
//      Technische Universität München
//      Boltzmannstr. 3, 85748 Garching b. München, Germany
// 
// 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.
// 
// ================================================================================================

#ifndef OPENGLJOBPROCESSOR_H__
#define OPENGLJOBPROCESSOR_H__

#include "sigslot/sigslot.h"
#include "tgt/singleton.h"
#include "tbb/include/tbb/atomic.h"
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#include "tbb/include/tbb/concurrent_queue.h"
#include "tbb/include/tbb/concurrent_hash_map.h"
#include "tbb/include/tbb/concurrent_vector.h"
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#include "tbb/include/tbb/compat/condition_variable"
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#include "core/tools/job.h"
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#include "core/tools/runnable.h"

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#include <ctime>


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namespace tgt {
    class GLCanvas;
}

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namespace campvis {
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    /**
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     * Singleton class for managing and executing work items (jobs) that need an active OpenGL context.
     * After an OpenGL context has been registered you can enqueue jobs that are to be executed within that 
     * context to the job queue. Enqueued jobs are executed asynchroniously using a specific scheduling 
     * strategy, depending on the given JobType:
     * 
     * OpenGLJobProcessor implements a round-robin scheduling strategy for the registered OpenGL contexts, 
     * meaning that each context gets roughly the same computing time. Thereby, it tries to maintain an update
     * frequency of 30fps for each context.
     * The jobs for each contexts are scheduled using the following technique: As mentioned above, each context
     * has a time slot of \a n milliseconds. At first, as much serial jobs are executed as possible until their
     * queue is empty or or the time is up. Then, one low priority job is executed. Finally, the PaintJob is
     * executed (if existant) before switching to the next context.
     * 
     * This class implements the Runnable interface, hence, runs in its own thread. Furthermore, it uses 
     * conditional wait, when there are currently no jobs to process.
     * 
     * This class is to be considered as thread-safe.
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     */
    class OpenGLJobProcessor : public tgt::Singleton<OpenGLJobProcessor>, public Runnable, public sigslot::has_slots<> {
        friend class tgt::Singleton<OpenGLJobProcessor>;

    public:
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        /**
         * Enumeration of the different priorities of items.
         */
        enum JobType {
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            PaintJob,           ///< PaintJobs have the highest priority, there can only be one paint job per context at a time.
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            SerialJob,          ///< SerialJobs have a lower priority than PaintJobs, but are guaranteed to be executed in order.
            LowPriorityJob      ///< Low priority jobs have the lowest priority, can be executed at any time. The only guarantee is that thay won't starve.
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        };

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        /**
         * Destructor, deletes all unfinished jobs.
         */
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        virtual ~OpenGLJobProcessor();


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        /**
         * Registers the given OpenGL context, so that it gets its own job queue.
         * \param   context     OpenGL context to register.
         */
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        void registerContext(tgt::GLCanvas* context);

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        /**
         * Deregisters the given OpenGL context, so that it has no longer its own job queue.
         * \param   context     OpenGL context to deregister.
         */
        void deregisterContext(tgt::GLCanvas* context);

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        /// \see Runnable::stop
        void stop();
        
        /**
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         * Performs the job processing using conditional wait.
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         * \sa Runnable::run
         */
        void run();

        /**
         * Enqueues the given Job with the given priority.
         * 
         * \note    OpenGLJobProcessor takes ownership of \a job.
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         * \param   canvas      OpenGL context for which to enqueue the job, must be registered.
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         * \param   job         Job to enqueue, PriorityPool takes ownership of this Job!
         * \param   priority    Priority of the job to enqueue
         */
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        void enqueueJob(tgt::GLCanvas* canvas, AbstractJob* job, JobType priority);
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    protected:
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        /**
         * Struct encapsulating the job queue for a single OpenGL context.
         */
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        struct PerContextJobQueue {
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            /**
             * Creates an empty PerContextJobQueue.
             */
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            PerContextJobQueue() {
                _paintJob = 0;
            }
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            /**
             * Destructor, deletes all enqueued jobs.
             */
            ~PerContextJobQueue() {
                if (_paintJob != 0)
                    delete _paintJob;

                AbstractJob* jobToDelete = 0;
                while (_serialJobs.try_pop(jobToDelete))
                    delete jobToDelete;
                while (_lowPriorityJobs.try_pop(jobToDelete))
                    delete jobToDelete;
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            }

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            tbb::atomic<AbstractJob*> _paintJob;                    ///< PaintJob of the context
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            tbb::concurrent_queue<AbstractJob*> _serialJobs;        ///< Queue of serial jobs for the context
            tbb::concurrent_queue<AbstractJob*> _lowPriorityJobs;   ///< Queue of jow priority jobs for the context
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            /**
             * Checks, whether there is any job to do for this context.
             * \return (_serialJobs.empty() && _lowPriorityJobs.empty() && (_paintJob == 0))
             */
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            bool empty() const {
                return (_serialJobs.empty() && _lowPriorityJobs.empty() && (_paintJob == 0));
            }
        };

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        OpenGLJobProcessor();

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        tbb::concurrent_hash_map<tgt::GLCanvas*, PerContextJobQueue*> _contextQueueMap;
        tbb::concurrent_vector<tgt::GLCanvas*> _contexts;

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        std::condition_variable _evaluationCondition;   ///< conditional wait to be used when there are currently no jobs to process
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        tgt::GLCanvas* _currentContext;         ///< current active OpenGL context
    };

}

#define GLJobProc tgt::Singleton<OpenGLJobProcessor>::getRef()

#endif // OPENGLJOBPROCESSOR_H__