Fixing crash in texture transfer logic, again

This commit is contained in:
Brad Davis 2017-05-08 18:53:04 -07:00
parent a302c220f4
commit ee1fd69316
4 changed files with 247 additions and 145 deletions

View file

@ -1,5 +1,5 @@
set(TARGET_NAME gpu-gl)
setup_hifi_library()
setup_hifi_library(Concurrent)
link_hifi_libraries(shared gl gpu)
if (UNIX)
target_link_libraries(${TARGET_NAME} pthread)

View file

@ -160,8 +160,6 @@ const uvec3 GLVariableAllocationSupport::INITIAL_MIP_TRANSFER_DIMENSIONS { 64, 6
WorkQueue GLVariableAllocationSupport::_transferQueue;
WorkQueue GLVariableAllocationSupport::_promoteQueue;
WorkQueue GLVariableAllocationSupport::_demoteQueue;
TexturePointer GLVariableAllocationSupport::_currentTransferTexture;
TransferJobPointer GLVariableAllocationSupport::_currentTransferJob;
size_t GLVariableAllocationSupport::_frameTexturesCreated { 0 };
#define OVERSUBSCRIBED_PRESSURE_VALUE 0.95f
@ -176,30 +174,19 @@ const uvec3 GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS { 1024, 1024, 1
const size_t GLVariableAllocationSupport::MAX_TRANSFER_SIZE = GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.x * GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.y * 4;
#if THREADED_TEXTURE_BUFFERING
std::shared_ptr<std::thread> TransferJob::_bufferThread { nullptr };
std::atomic<bool> TransferJob::_shutdownBufferingThread { false };
Mutex TransferJob::_mutex;
TransferJob::VoidLambdaQueue TransferJob::_bufferLambdaQueue;
void TransferJob::startTransferLoop() {
if (_bufferThread) {
return;
}
_shutdownBufferingThread = false;
_bufferThread = std::make_shared<std::thread>([] {
TransferJob::bufferLoop();
TexturePointer GLVariableAllocationSupport::_currentTransferTexture;
TransferJobPointer GLVariableAllocationSupport::_currentTransferJob;
QThreadPool* TransferJob::_bufferThreadPool { nullptr };
void TransferJob::startBufferingThread() {
static std::once_flag once;
std::call_once(once, [&] {
_bufferThreadPool = new QThreadPool(qApp);
_bufferThreadPool->setMaxThreadCount(1);
});
}
void TransferJob::stopTransferLoop() {
if (!_bufferThread) {
return;
}
_shutdownBufferingThread = true;
_bufferThread->join();
_bufferThread.reset();
_shutdownBufferingThread = false;
}
#endif
TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t targetMip, uint8_t face, uint32_t lines, uint32_t lineOffset)
@ -233,7 +220,6 @@ TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t t
// Buffering can invoke disk IO, so it should be off of the main and render threads
_bufferingLambda = [=] {
_mipData = _parent._gpuObject.accessStoredMipFace(sourceMip, face)->createView(_transferSize, _transferOffset);
_bufferingCompleted = true;
};
_transferLambda = [=] {
@ -243,65 +229,66 @@ TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t t
}
TransferJob::TransferJob(const GLTexture& parent, std::function<void()> transferLambda)
: _parent(parent), _bufferingCompleted(true), _transferLambda(transferLambda) {
: _parent(parent), _bufferingRequired(false), _transferLambda(transferLambda) {
}
TransferJob::~TransferJob() {
Backend::updateTextureTransferPendingSize(_transferSize, 0);
}
bool TransferJob::tryTransfer() {
// Disable threaded texture transfer for now
#if THREADED_TEXTURE_BUFFERING
// Are we ready to transfer
if (_bufferingCompleted) {
_transferLambda();
if (!bufferingCompleted()) {
startBuffering();
return false;
}
#else
if (_bufferingRequired) {
_bufferingLambda();
}
#endif
_transferLambda();
return true;
}
#if THREADED_TEXTURE_BUFFERING
bool TransferJob::bufferingRequired() const {
if (!_bufferingRequired) {
return false;
}
// The default state of a QFuture is with status Canceled | Started | Finished,
// so we have to check isCancelled before we check the actual state
if (_bufferingStatus.isCanceled()) {
return true;
}
startBuffering();
return false;
#else
if (!_bufferingCompleted) {
_bufferingLambda();
_bufferingCompleted = true;
}
_transferLambda();
return true;
#endif
return !_bufferingStatus.isStarted();
}
#if THREADED_TEXTURE_BUFFERING
bool TransferJob::bufferingCompleted() const {
if (!_bufferingRequired) {
return true;
}
// The default state of a QFuture is with status Canceled | Started | Finished,
// so we have to check isCancelled before we check the actual state
if (_bufferingStatus.isCanceled()) {
return false;
}
return _bufferingStatus.isFinished();
}
void TransferJob::startBuffering() {
if (_bufferingStarted) {
return;
}
_bufferingStarted = true;
{
Lock lock(_mutex);
_bufferLambdaQueue.push(_bufferingLambda);
}
}
void TransferJob::bufferLoop() {
while (!_shutdownBufferingThread) {
VoidLambdaQueue workingQueue;
{
Lock lock(_mutex);
_bufferLambdaQueue.swap(workingQueue);
}
if (workingQueue.empty()) {
QThread::msleep(5);
continue;
}
while (!workingQueue.empty()) {
workingQueue.front()();
workingQueue.pop();
}
if (bufferingRequired()) {
assert(_bufferingStatus.isCanceled());
_bufferingStatus = QtConcurrent::run(_bufferThreadPool, [=] {
_bufferingLambda();
});
assert(!_bufferingStatus.isCanceled());
assert(_bufferingStatus.isStarted());
}
}
#endif
@ -316,7 +303,9 @@ GLVariableAllocationSupport::~GLVariableAllocationSupport() {
void GLVariableAllocationSupport::addMemoryManagedTexture(const TexturePointer& texturePointer) {
_memoryManagedTextures.push_back(texturePointer);
addToWorkQueue(texturePointer);
if (MemoryPressureState::Idle != _memoryPressureState) {
addToWorkQueue(texturePointer);
}
}
void GLVariableAllocationSupport::addToWorkQueue(const TexturePointer& texturePointer) {
@ -345,10 +334,8 @@ void GLVariableAllocationSupport::addToWorkQueue(const TexturePointer& texturePo
break;
case MemoryPressureState::Idle:
break;
default:
Q_UNREACHABLE();
break;
}
}
@ -364,10 +351,10 @@ WorkQueue& GLVariableAllocationSupport::getActiveWorkQueue() {
case MemoryPressureState::Transfer:
return _transferQueue;
default:
case MemoryPressureState::Idle:
Q_UNREACHABLE();
break;
}
Q_UNREACHABLE();
return empty;
}
@ -460,16 +447,11 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
}
if (newState != _memoryPressureState) {
_memoryPressureState = newState;
#if THREADED_TEXTURE_BUFFERING
if (MemoryPressureState::Transfer == _memoryPressureState) {
TransferJob::stopTransferLoop();
TransferJob::startBufferingThread();
}
_memoryPressureState = newState;
if (MemoryPressureState::Transfer == _memoryPressureState) {
TransferJob::startTransferLoop();
}
#else
_memoryPressureState = newState;
#endif
// Clear the existing queue
_transferQueue = WorkQueue();
@ -487,49 +469,111 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
}
}
TexturePointer GLVariableAllocationSupport::getNextWorkQueueItem(WorkQueue& workQueue) {
while (!workQueue.empty()) {
auto workTarget = workQueue.top();
auto texture = workTarget.first.lock();
if (!texture) {
workQueue.pop();
continue;
}
// Check whether the resulting texture can actually have work performed
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
switch (_memoryPressureState) {
case MemoryPressureState::Oversubscribed:
if (vartexture->canDemote()) {
return texture;
}
break;
case MemoryPressureState::Undersubscribed:
if (vartexture->canPromote()) {
return texture;
}
break;
case MemoryPressureState::Transfer:
if (vartexture->hasPendingTransfers()) {
return texture;
}
break;
case MemoryPressureState::Idle:
Q_UNREACHABLE();
break;
}
// If we got here, then the texture has no work to do in the current state,
// so pop it off the queue and continue
workQueue.pop();
}
return TexturePointer();
}
void GLVariableAllocationSupport::processWorkQueue(WorkQueue& workQueue) {
if (workQueue.empty()) {
return;
}
// Get the front of the work queue to perform work
auto texture = getNextWorkQueueItem(workQueue);
if (!texture) {
return;
}
// Grab the first item off the demote queue
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
switch (_memoryPressureState) {
case MemoryPressureState::Oversubscribed:
vartexture->demote();
workQueue.pop();
addToWorkQueue(texture);
break;
case MemoryPressureState::Undersubscribed:
vartexture->promote();
workQueue.pop();
addToWorkQueue(texture);
break;
case MemoryPressureState::Transfer:
if (vartexture->executeNextTransfer(texture)) {
workQueue.pop();
addToWorkQueue(texture);
#if THREADED_TEXTURE_BUFFERING
// Eagerly start the next buffering job if possible
texture = getNextWorkQueueItem(workQueue);
if (texture) {
gltexture = Backend::getGPUObject<GLTexture>(*texture);
vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
vartexture->executeNextBuffer(texture);
}
#endif
}
break;
case MemoryPressureState::Idle:
Q_UNREACHABLE();
break;
}
}
void GLVariableAllocationSupport::processWorkQueues() {
if (MemoryPressureState::Idle == _memoryPressureState) {
return;
}
auto& workQueue = getActiveWorkQueue();
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
while (!workQueue.empty()) {
auto workTarget = workQueue.top();
workQueue.pop();
auto texture = workTarget.first.lock();
if (!texture) {
continue;
}
// Grab the first item off the demote queue
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
if (MemoryPressureState::Oversubscribed == _memoryPressureState) {
if (!vartexture->canDemote()) {
continue;
}
vartexture->demote();
_memoryPressureStateStale = true;
} else if (MemoryPressureState::Undersubscribed == _memoryPressureState) {
if (!vartexture->canPromote()) {
continue;
}
vartexture->promote();
_memoryPressureStateStale = true;
} else if (MemoryPressureState::Transfer == _memoryPressureState) {
if (!vartexture->hasPendingTransfers()) {
continue;
}
vartexture->executeNextTransfer(texture);
} else {
Q_UNREACHABLE();
}
// Reinject into the queue if more work to be done
addToWorkQueue(texture);
break;
}
// Do work on the front of the queue
processWorkQueue(workQueue);
if (workQueue.empty()) {
_memoryPressureState = MemoryPressureState::Idle;
@ -543,28 +587,83 @@ void GLVariableAllocationSupport::manageMemory() {
processWorkQueues();
}
bool GLVariableAllocationSupport::executeNextTransfer(const TexturePointer& currentTexture) {
#if THREADED_TEXTURE_BUFFERING
// If a transfer job is active on the buffering thread, but has not completed it's buffering lambda,
// then we need to exit early, since we don't want to have the transfer job leave scope while it's
// being used in another thread -- See https://highfidelity.fogbugz.com/f/cases/4626
if (_currentTransferJob && !_currentTransferJob->bufferingCompleted()) {
return false;
}
#endif
void GLVariableAllocationSupport::executeNextTransfer(const TexturePointer& currentTexture) {
if (_populatedMip <= _allocatedMip) {
#if THREADED_TEXTURE_BUFFERING
_currentTransferJob.reset();
_currentTransferTexture.reset();
#endif
return true;
}
// If the transfer queue is empty, rebuild it
if (_pendingTransfers.empty()) {
populateTransferQueue();
}
bool result = false;
if (!_pendingTransfers.empty()) {
#if THREADED_TEXTURE_BUFFERING
// If there is a current transfer, but it's not the top of the pending transfer queue, then it's an orphan, so we want to abandon it.
if (_currentTransferJob && _currentTransferJob != _pendingTransfers.front()) {
_currentTransferJob.reset();
}
if (!_currentTransferJob) {
// Keeping hold of a strong pointer to the transfer job ensures that if the pending transfer queue is rebuilt, the transfer job
// doesn't leave scope, causing a crash in the buffering thread
_currentTransferJob = _pendingTransfers.front();
// Keeping hold of a strong pointer during the transfer ensures that the transfer thread cannot try to access a destroyed texture
_currentTransferTexture = currentTexture;
}
// transfer jobs use asynchronous buffering of the texture data because it may involve disk IO, so we execute a try here to determine if the buffering
// is complete
if (_currentTransferJob->tryTransfer()) {
_pendingTransfers.pop();
// Once a given job is finished, release the shared pointers keeping them alive
_currentTransferTexture.reset();
_currentTransferJob.reset();
result = true;
}
#else
if (_pendingTransfers.front()->tryTransfer()) {
_pendingTransfers.pop();
result = true;
}
#endif
}
return result;
}
#if THREADED_TEXTURE_BUFFERING
void GLVariableAllocationSupport::executeNextBuffer(const TexturePointer& currentTexture) {
if (_currentTransferJob && !_currentTransferJob->bufferingCompleted()) {
return;
}
// If the transfer queue is empty, rebuild it
if (_pendingTransfers.empty()) {
populateTransferQueue();
}
if (!_pendingTransfers.empty()) {
// Keeping hold of a strong pointer during the transfer ensures that the transfer thread cannot try to access a destroyed texture
_currentTransferTexture = currentTexture;
// Keeping hold of a strong pointer to the transfer job ensures that if the pending transfer queue is rebuilt, the transfer job
// doesn't leave scope, causing a crash in the buffering thread
_currentTransferJob = _pendingTransfers.front();
// transfer jobs use asynchronous buffering of the texture data because it may involve disk IO, so we execute a try here to determine if the buffering
// is complete
if (_currentTransferJob->tryTransfer()) {
_pendingTransfers.pop();
_currentTransferTexture.reset();
_currentTransferJob.reset();
if (!_currentTransferJob) {
_currentTransferJob = _pendingTransfers.front();
_currentTransferTexture = currentTexture;
}
_currentTransferJob->startBuffering();
}
}
#endif

View file

@ -8,6 +8,9 @@
#ifndef hifi_gpu_gl_GLTexture_h
#define hifi_gpu_gl_GLTexture_h
#include <QtCore/QThreadPool>
#include <QtConcurrent>
#include "GLShared.h"
#include "GLBackend.h"
#include "GLTexelFormat.h"
@ -47,24 +50,19 @@ public:
class TransferJob {
using VoidLambda = std::function<void()>;
using VoidLambdaQueue = std::queue<VoidLambda>;
using ThreadPointer = std::shared_ptr<std::thread>;
const GLTexture& _parent;
Texture::PixelsPointer _mipData;
size_t _transferOffset { 0 };
size_t _transferSize { 0 };
// Indicates if a transfer from backing storage to interal storage has started
bool _bufferingStarted { false };
bool _bufferingCompleted { false };
bool _bufferingRequired { true };
VoidLambda _transferLambda;
VoidLambda _bufferingLambda;
#if THREADED_TEXTURE_BUFFERING
static Mutex _mutex;
static VoidLambdaQueue _bufferLambdaQueue;
static ThreadPointer _bufferThread;
static std::atomic<bool> _shutdownBufferingThread;
static void bufferLoop();
// Indicates if a transfer from backing storage to interal storage has started
QFuture<void> _bufferingStatus;
static QThreadPool* _bufferThreadPool;
#endif
public:
@ -75,14 +73,13 @@ public:
bool tryTransfer();
#if THREADED_TEXTURE_BUFFERING
static void startTransferLoop();
static void stopTransferLoop();
void startBuffering();
bool bufferingRequired() const;
bool bufferingCompleted() const;
static void startBufferingThread();
#endif
private:
#if THREADED_TEXTURE_BUFFERING
void startBuffering();
#endif
void transfer();
};
@ -100,8 +97,10 @@ protected:
static WorkQueue _transferQueue;
static WorkQueue _promoteQueue;
static WorkQueue _demoteQueue;
#if THREADED_TEXTURE_BUFFERING
static TexturePointer _currentTransferTexture;
static TransferJobPointer _currentTransferJob;
#endif
static const uvec3 INITIAL_MIP_TRANSFER_DIMENSIONS;
static const uvec3 MAX_TRANSFER_DIMENSIONS;
static const size_t MAX_TRANSFER_SIZE;
@ -109,6 +108,8 @@ protected:
static void updateMemoryPressure();
static void processWorkQueues();
static void processWorkQueue(WorkQueue& workQueue);
static TexturePointer getNextWorkQueueItem(WorkQueue& workQueue);
static void addToWorkQueue(const TexturePointer& texture);
static WorkQueue& getActiveWorkQueue();
@ -118,7 +119,10 @@ protected:
bool canPromote() const { return _allocatedMip > _minAllocatedMip; }
bool canDemote() const { return _allocatedMip < _maxAllocatedMip; }
bool hasPendingTransfers() const { return _populatedMip > _allocatedMip; }
void executeNextTransfer(const TexturePointer& currentTexture);
#if THREADED_TEXTURE_BUFFERING
void executeNextBuffer(const TexturePointer& currentTexture);
#endif
bool executeNextTransfer(const TexturePointer& currentTexture);
virtual void populateTransferQueue() = 0;
virtual void promote() = 0;
virtual void demote() = 0;

View file

@ -17,7 +17,6 @@
#include <thread>
#define INCREMENTAL_TRANSFER 0
#define THREADED_TEXTURE_BUFFERING 1
#define GPU_SSBO_TRANSFORM_OBJECT 1
namespace gpu { namespace gl45 {