Merge pull request #48892 from lawnjelly/bvh_robust

BVH - thread safety option
This commit is contained in:
Rémi Verschelde 2021-07-22 12:41:42 +02:00 committed by GitHub
commit 801205b2c1
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 75 additions and 3 deletions

View File

@ -47,10 +47,12 @@
// implemented in GLES3 but not GLES2. Layer masks are not yet implemented for directional lights.
#include "bvh_tree.h"
#include "core/os/mutex.h"
#define BVHTREE_CLASS BVH_Tree<T, 2, MAX_ITEMS, USE_PAIRS, Bounds, Point>
#define BVH_LOCKED_FUNCTION BVHLockedFunction(&_mutex, BVH_THREAD_SAFE &&_thread_safe);
template <class T, bool USE_PAIRS = false, int MAX_ITEMS = 32, class Bounds = AABB, class Point = Vector3>
template <class T, bool USE_PAIRS = false, int MAX_ITEMS = 32, class Bounds = AABB, class Point = Vector3, bool BVH_THREAD_SAFE = true>
class BVH_Manager {
public:
// note we are using uint32_t instead of BVHHandle, losing type safety, but this
@ -58,9 +60,15 @@ public:
typedef void *(*PairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int);
typedef void (*UnpairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int, void *);
// allow locally toggling thread safety if the template has been compiled with BVH_THREAD_SAFE
void params_set_thread_safe(bool p_enable) {
_thread_safe = p_enable;
}
// these 2 are crucial for fine tuning, and can be applied manually
// see the variable declarations for more info.
void params_set_node_expansion(real_t p_value) {
BVH_LOCKED_FUNCTION
if (p_value >= 0.0) {
tree._node_expansion = p_value;
tree._auto_node_expansion = false;
@ -70,6 +78,7 @@ public:
}
void params_set_pairing_expansion(real_t p_value) {
BVH_LOCKED_FUNCTION
if (p_value >= 0.0) {
tree._pairing_expansion = p_value;
tree._auto_pairing_expansion = false;
@ -79,15 +88,19 @@ public:
}
void set_pair_callback(PairCallback p_callback, void *p_userdata) {
BVH_LOCKED_FUNCTION
pair_callback = p_callback;
pair_callback_userdata = p_userdata;
}
void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
BVH_LOCKED_FUNCTION
unpair_callback = p_callback;
unpair_callback_userdata = p_userdata;
}
BVHHandle create(T *p_userdata, bool p_active, const Bounds &p_aabb = Bounds(), int p_subindex = 0, bool p_pairable = false, uint32_t p_pairable_type = 0, uint32_t p_pairable_mask = 1) {
BVH_LOCKED_FUNCTION
// not sure if absolutely necessary to flush collisions here. It will cost performance to, instead
// of waiting for update, so only uncomment this if there are bugs.
if (USE_PAIRS) {
@ -179,6 +192,7 @@ public:
////////////////////////////////////////////////////
void move(BVHHandle p_handle, const Bounds &p_aabb) {
BVH_LOCKED_FUNCTION
if (tree.item_move(p_handle, p_aabb)) {
if (USE_PAIRS) {
_add_changed_item(p_handle, p_aabb);
@ -187,6 +201,7 @@ public:
}
void erase(BVHHandle p_handle) {
BVH_LOCKED_FUNCTION
// call unpair and remove all references to the item
// before deleting from the tree
if (USE_PAIRS) {
@ -202,6 +217,7 @@ public:
// set pairable has never been called.
// (deferred collision checks are a workaround for visual server for historical reasons)
void force_collision_check(BVHHandle p_handle) {
BVH_LOCKED_FUNCTION
if (USE_PAIRS) {
// the aabb should already be up to date in the BVH
Bounds aabb;
@ -219,6 +235,7 @@ public:
// but generically this makes items add or remove from the
// tree internally, to speed things up by ignoring inactive items
bool activate(BVHHandle p_handle, const Bounds &p_aabb, bool p_delay_collision_check = false) {
BVH_LOCKED_FUNCTION
// sending the aabb here prevents the need for the BVH to maintain
// a redundant copy of the aabb.
// returns success
@ -242,6 +259,7 @@ public:
}
bool deactivate(BVHHandle p_handle) {
BVH_LOCKED_FUNCTION
// returns success
if (tree.item_deactivate(p_handle)) {
// call unpair and remove all references to the item
@ -258,12 +276,14 @@ public:
return false;
}
bool get_active(BVHHandle p_handle) const {
bool get_active(BVHHandle p_handle) {
BVH_LOCKED_FUNCTION
return tree.item_get_active(p_handle);
}
// call e.g. once per frame (this does a trickle optimize)
void update() {
BVH_LOCKED_FUNCTION
tree.update();
_check_for_collisions();
#ifdef BVH_INTEGRITY_CHECKS
@ -273,11 +293,13 @@ public:
// this can be called more frequently than per frame if necessary
void update_collisions() {
BVH_LOCKED_FUNCTION
_check_for_collisions();
}
// prefer calling this directly as type safe
void set_pairable(const BVHHandle &p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask, bool p_force_collision_check = true) {
BVH_LOCKED_FUNCTION
// Returns true if the pairing state has changed.
bool state_changed = tree.item_set_pairable(p_handle, p_pairable, p_pairable_type, p_pairable_mask);
@ -286,7 +308,7 @@ public:
// of waiting for update, so only uncomment this if there are bugs.
//_check_for_collisions();
if ((p_force_collision_check || state_changed) && get_active(p_handle)) {
if ((p_force_collision_check || state_changed) && tree.item_get_active(p_handle)) {
// when the pairable state changes, we need to force a collision check because newly pairable
// items may be in collision, and unpairable items might move out of collision.
// We cannot depend on waiting for the next update, because that may come much later.
@ -308,6 +330,7 @@ public:
// cull tests
int cull_aabb(const Bounds &p_aabb, T **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
@ -325,6 +348,7 @@ public:
}
int cull_segment(const Point &p_from, const Point &p_to, T **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
@ -343,6 +367,7 @@ public:
}
int cull_point(const Point &p_point, T **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
@ -359,6 +384,7 @@ public:
}
int cull_convex(const Vector<Plane> &p_convex, T **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF) {
BVH_LOCKED_FUNCTION
if (!p_convex.size()) {
return 0;
}
@ -680,6 +706,38 @@ private:
LocalVector<BVHHandle, uint32_t, true> changed_items;
uint32_t _tick;
class BVHLockedFunction {
public:
BVHLockedFunction(Mutex *p_mutex, bool p_thread_safe) {
// will be compiled out if not set in template
if (p_thread_safe) {
_mutex = p_mutex;
if (_mutex->try_lock() != OK) {
WARN_PRINT("Info : multithread BVH access detected (benign)");
_mutex->lock();
}
} else {
_mutex = nullptr;
}
}
~BVHLockedFunction() {
// will be compiled out if not set in template
if (_mutex) {
_mutex->unlock();
}
}
private:
Mutex *_mutex;
};
Mutex _mutex;
// local toggle for turning on and off thread safety in project settings
bool _thread_safe;
public:
BVH_Manager() {
_tick = 1; // start from 1 so items with 0 indicate never updated
@ -687,6 +745,7 @@ public:
unpair_callback = nullptr;
pair_callback_userdata = nullptr;
unpair_callback_userdata = nullptr;
_thread_safe = BVH_THREAD_SAFE;
}
};

View File

@ -1350,6 +1350,10 @@
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
<member name="rendering/threads/thread_safe_bvh" type="bool" setter="" getter="" default="false">
If [code]true[/code], a thread safe version of BVH (bounding volume hierarchy) will be used in rendering and Godot physics.
Try enabling this option if you see any visual anomalies in 3D (such as incorrect object visibility).
</member>
<member name="rendering/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor.

View File

@ -1111,6 +1111,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
if (rtm == -1) {
rtm = GLOBAL_DEF("rendering/threads/thread_model", OS::RENDER_THREAD_SAFE);
}
GLOBAL_DEF("rendering/threads/thread_safe_bvh", false);
if (rtm >= 0 && rtm < 3) {
#ifdef NO_THREADS

View File

@ -109,6 +109,7 @@ BroadPhaseSW *BroadPhaseBVH::_create() {
}
BroadPhaseBVH::BroadPhaseBVH() {
bvh.params_set_thread_safe(GLOBAL_GET("rendering/threads/thread_safe_bvh"));
bvh.set_pair_callback(_pair_callback, this);
bvh.set_unpair_callback(_unpair_callback, this);
pair_callback = nullptr;

View File

@ -106,6 +106,7 @@ BroadPhase2DSW *BroadPhase2DBVH::_create() {
}
BroadPhase2DBVH::BroadPhase2DBVH() {
bvh.params_set_thread_safe(GLOBAL_GET("rendering/threads/thread_safe_bvh"));
bvh.set_pair_callback(_pair_callback, this);
bvh.set_unpair_callback(_unpair_callback, this);
pair_callback = nullptr;

View File

@ -97,6 +97,11 @@ void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enab
}
/* SPATIAL PARTITIONING */
VisualServerScene::SpatialPartitioningScene_BVH::SpatialPartitioningScene_BVH() {
_bvh.params_set_thread_safe(GLOBAL_GET("rendering/threads/thread_safe_bvh"));
}
VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_BVH::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
// we are relying on this instance to be valid in order to pass

View File

@ -164,6 +164,7 @@ public:
BVH_Manager<Instance, true, 256> _bvh;
public:
SpatialPartitioningScene_BVH();
SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb = AABB(), int p_subindex = 0, bool p_pairable = false, uint32_t p_pairable_type = 0, uint32_t p_pairable_mask = 1);
void erase(SpatialPartitionID p_handle);
void move(SpatialPartitionID p_handle, const AABB &p_aabb);