mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
Merge branch 'master' into feature/ik-solver-init-config
This commit is contained in:
commit
147d067c4e
11 changed files with 319 additions and 176 deletions
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@ -941,10 +941,12 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
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// sessionRunTime will be reset soon by loadSettings. Grab it now to get previous session value.
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// The value will be 0 if the user blew away settings this session, which is both a feature and a bug.
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static const QString TESTER = "HIFI_TESTER";
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auto gpuIdent = GPUIdent::getInstance();
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auto glContextData = getGLContextData();
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QJsonObject properties = {
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{ "version", applicationVersion() },
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{ "tester", QProcessEnvironment::systemEnvironment().contains(TESTER) },
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{ "previousSessionCrashed", _previousSessionCrashed },
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{ "previousSessionRuntime", sessionRunTime.get() },
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{ "cpu_architecture", QSysInfo::currentCpuArchitecture() },
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@ -89,8 +89,7 @@ void Head::simulate(float deltaTime) {
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_timeWithoutTalking += deltaTime;
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if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) {
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_timeWithoutTalking = 0.0f;
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} else if (_timeWithoutTalking < BLINK_AFTER_TALKING && _timeWithoutTalking >= BLINK_AFTER_TALKING) {
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} else if (_timeWithoutTalking - deltaTime < BLINK_AFTER_TALKING && _timeWithoutTalking >= BLINK_AFTER_TALKING) {
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forceBlink = true;
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}
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@ -22,20 +22,20 @@
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#include <BuildInfo.h>
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#include <GLMHelpers.h>
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QString SAVE_DIRECTORY = QStandardPaths::writableLocation(QStandardPaths::AppLocalDataLocation) + "/" + BuildInfo::MODIFIED_ORGANIZATION + "/" + BuildInfo::INTERFACE_NAME + "/hifi-input-recordings/";
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QString FILE_PREFIX_NAME = "input-recording-";
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QString COMPRESS_EXTENSION = ".tar.gz";
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namespace controller {
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QJsonObject poseToJsonObject(const Pose pose) {
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QJsonObject newPose;
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QJsonArray translation;
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translation.append(pose.translation.x);
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translation.append(pose.translation.y);
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translation.append(pose.translation.z);
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QJsonArray rotation;
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rotation.append(pose.rotation.x);
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rotation.append(pose.rotation.y);
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@ -69,7 +69,7 @@ namespace controller {
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QJsonArray angularVelocity = object["angularVelocity"].toArray();
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pose.valid = object["valid"].toBool();
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pose.translation.x = translation[0].toDouble();
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pose.translation.y = translation[1].toDouble();
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pose.translation.z = translation[2].toDouble();
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@ -89,13 +89,13 @@ namespace controller {
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return pose;
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}
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void exportToFile(QJsonObject& object) {
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if (!QDir(SAVE_DIRECTORY).exists()) {
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QDir().mkdir(SAVE_DIRECTORY);
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}
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QString timeStamp = QDateTime::currentDateTime().toString(Qt::ISODate);
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timeStamp.replace(":", "-");
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QString fileName = SAVE_DIRECTORY + FILE_PREFIX_NAME + timeStamp + COMPRESS_EXTENSION;
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@ -124,7 +124,7 @@ namespace controller {
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status = true;
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return object;
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}
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InputRecorder::InputRecorder() {}
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InputRecorder::~InputRecorder() {}
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@ -195,16 +195,16 @@ namespace controller {
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_framesRecorded = data["frameCount"].toInt();
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QJsonArray actionArrayList = data["actionList"].toArray();
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QJsonArray poseArrayList = data["poseList"].toArray();
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for (int actionIndex = 0; actionIndex < actionArrayList.size(); actionIndex++) {
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QJsonArray actionState = actionArrayList[actionIndex].toArray();
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for (int index = 0; index < actionState.size(); index++) {
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_currentFrameActions[index] = actionState[index].toInt();
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_currentFrameActions[index] = actionState[index].toDouble();
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}
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_actionStateList.push_back(_currentFrameActions);
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_currentFrameActions = ActionStates(toInt(Action::NUM_ACTIONS));
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}
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for (int poseIndex = 0; poseIndex < poseArrayList.size(); poseIndex++) {
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QJsonArray poseState = poseArrayList[poseIndex].toArray();
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for (int index = 0; index < poseState.size(); index++) {
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@ -250,13 +250,13 @@ namespace controller {
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for(auto& channel : _currentFramePoses) {
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channel = Pose();
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}
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for(auto& channel : _currentFrameActions) {
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channel = 0.0f;
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}
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}
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}
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float InputRecorder::getActionState(controller::Action action) {
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if (_actionStateList.size() > 0 ) {
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return _actionStateList[_playCount][toInt(action)];
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@ -1,5 +1,5 @@
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set(TARGET_NAME gpu-gl)
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setup_hifi_library()
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setup_hifi_library(Concurrent)
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link_hifi_libraries(shared gl gpu)
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if (UNIX)
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target_link_libraries(${TARGET_NAME} pthread)
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@ -160,8 +160,6 @@ const uvec3 GLVariableAllocationSupport::INITIAL_MIP_TRANSFER_DIMENSIONS { 64, 6
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WorkQueue GLVariableAllocationSupport::_transferQueue;
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WorkQueue GLVariableAllocationSupport::_promoteQueue;
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WorkQueue GLVariableAllocationSupport::_demoteQueue;
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TexturePointer GLVariableAllocationSupport::_currentTransferTexture;
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TransferJobPointer GLVariableAllocationSupport::_currentTransferJob;
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size_t GLVariableAllocationSupport::_frameTexturesCreated { 0 };
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#define OVERSUBSCRIBED_PRESSURE_VALUE 0.95f
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@ -176,30 +174,19 @@ const uvec3 GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS { 1024, 1024, 1
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const size_t GLVariableAllocationSupport::MAX_TRANSFER_SIZE = GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.x * GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.y * 4;
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#if THREADED_TEXTURE_BUFFERING
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std::shared_ptr<std::thread> TransferJob::_bufferThread { nullptr };
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std::atomic<bool> TransferJob::_shutdownBufferingThread { false };
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Mutex TransferJob::_mutex;
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TransferJob::VoidLambdaQueue TransferJob::_bufferLambdaQueue;
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void TransferJob::startTransferLoop() {
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if (_bufferThread) {
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return;
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}
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_shutdownBufferingThread = false;
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_bufferThread = std::make_shared<std::thread>([] {
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TransferJob::bufferLoop();
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TexturePointer GLVariableAllocationSupport::_currentTransferTexture;
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TransferJobPointer GLVariableAllocationSupport::_currentTransferJob;
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QThreadPool* TransferJob::_bufferThreadPool { nullptr };
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void TransferJob::startBufferingThread() {
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static std::once_flag once;
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std::call_once(once, [&] {
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_bufferThreadPool = new QThreadPool(qApp);
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_bufferThreadPool->setMaxThreadCount(1);
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});
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}
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void TransferJob::stopTransferLoop() {
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if (!_bufferThread) {
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return;
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}
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_shutdownBufferingThread = true;
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_bufferThread->join();
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_bufferThread.reset();
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_shutdownBufferingThread = false;
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}
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#endif
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TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t targetMip, uint8_t face, uint32_t lines, uint32_t lineOffset)
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@ -233,7 +220,6 @@ TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t t
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// Buffering can invoke disk IO, so it should be off of the main and render threads
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_bufferingLambda = [=] {
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_mipData = _parent._gpuObject.accessStoredMipFace(sourceMip, face)->createView(_transferSize, _transferOffset);
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_bufferingCompleted = true;
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};
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_transferLambda = [=] {
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@ -243,65 +229,66 @@ TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t t
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}
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TransferJob::TransferJob(const GLTexture& parent, std::function<void()> transferLambda)
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: _parent(parent), _bufferingCompleted(true), _transferLambda(transferLambda) {
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: _parent(parent), _bufferingRequired(false), _transferLambda(transferLambda) {
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}
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TransferJob::~TransferJob() {
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Backend::updateTextureTransferPendingSize(_transferSize, 0);
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}
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bool TransferJob::tryTransfer() {
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// Disable threaded texture transfer for now
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#if THREADED_TEXTURE_BUFFERING
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// Are we ready to transfer
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if (_bufferingCompleted) {
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_transferLambda();
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if (!bufferingCompleted()) {
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startBuffering();
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return false;
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}
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#else
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if (_bufferingRequired) {
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_bufferingLambda();
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}
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#endif
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_transferLambda();
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return true;
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}
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#if THREADED_TEXTURE_BUFFERING
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bool TransferJob::bufferingRequired() const {
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if (!_bufferingRequired) {
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return false;
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}
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// The default state of a QFuture is with status Canceled | Started | Finished,
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// so we have to check isCancelled before we check the actual state
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if (_bufferingStatus.isCanceled()) {
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return true;
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}
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startBuffering();
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return false;
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#else
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if (!_bufferingCompleted) {
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_bufferingLambda();
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_bufferingCompleted = true;
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}
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_transferLambda();
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return true;
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#endif
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return !_bufferingStatus.isStarted();
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}
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#if THREADED_TEXTURE_BUFFERING
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bool TransferJob::bufferingCompleted() const {
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if (!_bufferingRequired) {
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return true;
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}
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// The default state of a QFuture is with status Canceled | Started | Finished,
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// so we have to check isCancelled before we check the actual state
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if (_bufferingStatus.isCanceled()) {
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return false;
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}
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return _bufferingStatus.isFinished();
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}
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void TransferJob::startBuffering() {
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if (_bufferingStarted) {
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return;
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}
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_bufferingStarted = true;
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{
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Lock lock(_mutex);
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_bufferLambdaQueue.push(_bufferingLambda);
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}
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}
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void TransferJob::bufferLoop() {
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while (!_shutdownBufferingThread) {
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VoidLambdaQueue workingQueue;
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{
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Lock lock(_mutex);
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_bufferLambdaQueue.swap(workingQueue);
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}
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if (workingQueue.empty()) {
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QThread::msleep(5);
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continue;
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}
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while (!workingQueue.empty()) {
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workingQueue.front()();
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workingQueue.pop();
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}
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if (bufferingRequired()) {
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assert(_bufferingStatus.isCanceled());
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_bufferingStatus = QtConcurrent::run(_bufferThreadPool, [=] {
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_bufferingLambda();
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});
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assert(!_bufferingStatus.isCanceled());
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assert(_bufferingStatus.isStarted());
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}
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}
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#endif
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|
@ -316,7 +303,9 @@ GLVariableAllocationSupport::~GLVariableAllocationSupport() {
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void GLVariableAllocationSupport::addMemoryManagedTexture(const TexturePointer& texturePointer) {
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_memoryManagedTextures.push_back(texturePointer);
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addToWorkQueue(texturePointer);
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if (MemoryPressureState::Idle != _memoryPressureState) {
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addToWorkQueue(texturePointer);
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}
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}
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void GLVariableAllocationSupport::addToWorkQueue(const TexturePointer& texturePointer) {
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|
@ -345,10 +334,8 @@ void GLVariableAllocationSupport::addToWorkQueue(const TexturePointer& texturePo
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break;
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case MemoryPressureState::Idle:
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break;
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|
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default:
|
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Q_UNREACHABLE();
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break;
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}
|
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}
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|
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|
@ -364,10 +351,10 @@ WorkQueue& GLVariableAllocationSupport::getActiveWorkQueue() {
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case MemoryPressureState::Transfer:
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return _transferQueue;
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default:
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case MemoryPressureState::Idle:
|
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Q_UNREACHABLE();
|
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break;
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}
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Q_UNREACHABLE();
|
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return empty;
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}
|
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|
@ -460,16 +447,11 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
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}
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|
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if (newState != _memoryPressureState) {
|
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_memoryPressureState = newState;
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#if THREADED_TEXTURE_BUFFERING
|
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if (MemoryPressureState::Transfer == _memoryPressureState) {
|
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TransferJob::stopTransferLoop();
|
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TransferJob::startBufferingThread();
|
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}
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_memoryPressureState = newState;
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if (MemoryPressureState::Transfer == _memoryPressureState) {
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TransferJob::startTransferLoop();
|
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}
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#else
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_memoryPressureState = newState;
|
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#endif
|
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// Clear the existing queue
|
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_transferQueue = WorkQueue();
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|
@ -487,49 +469,111 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
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}
|
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}
|
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|
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TexturePointer GLVariableAllocationSupport::getNextWorkQueueItem(WorkQueue& workQueue) {
|
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while (!workQueue.empty()) {
|
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auto workTarget = workQueue.top();
|
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|
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auto texture = workTarget.first.lock();
|
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if (!texture) {
|
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workQueue.pop();
|
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continue;
|
||||
}
|
||||
|
||||
// Check whether the resulting texture can actually have work performed
|
||||
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
|
||||
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
|
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switch (_memoryPressureState) {
|
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case MemoryPressureState::Oversubscribed:
|
||||
if (vartexture->canDemote()) {
|
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return texture;
|
||||
}
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Undersubscribed:
|
||||
if (vartexture->canPromote()) {
|
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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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include <unordered_set>
|
||||
|
||||
#include <QDir>
|
||||
#include <QSaveFile>
|
||||
|
||||
#include <PathUtils.h>
|
||||
|
||||
|
@ -110,13 +111,14 @@ FilePointer FileCache::writeFile(const char* data, File::Metadata&& metadata) {
|
|||
return file;
|
||||
}
|
||||
|
||||
// write the new file
|
||||
FILE* saveFile = fopen(filepath.c_str(), "wb");
|
||||
if (saveFile != nullptr && fwrite(data, metadata.length, 1, saveFile) && fclose(saveFile) == 0) {
|
||||
QSaveFile saveFile(QString::fromStdString(filepath));
|
||||
if (saveFile.open(QIODevice::WriteOnly)
|
||||
&& saveFile.write(data, metadata.length) == static_cast<qint64>(metadata.length)
|
||||
&& saveFile.commit()) {
|
||||
|
||||
file = addFile(std::move(metadata), filepath);
|
||||
} else {
|
||||
qCWarning(file_cache, "[%s] Failed to write %s (%s)", _dirname.c_str(), metadata.key.c_str(), strerror(errno));
|
||||
errno = 0;
|
||||
qCWarning(file_cache, "[%s] Failed to write %s", _dirname.c_str(), metadata.key.c_str());
|
||||
}
|
||||
|
||||
return file;
|
||||
|
|
|
@ -1376,7 +1376,9 @@ function MyController(hand) {
|
|||
visible: true,
|
||||
alpha: 1,
|
||||
parentID: AVATAR_SELF_ID,
|
||||
parentJointIndex: this.controllerJointIndex,
|
||||
parentJointIndex: MyAvatar.getJointIndex(this.hand === RIGHT_HAND ?
|
||||
"_CAMERA_RELATIVE_CONTROLLER_RIGHTHAND" :
|
||||
"_CAMERA_RELATIVE_CONTROLLER_LEFTHAND"),
|
||||
endParentID: farParentID
|
||||
};
|
||||
this.overlayLine = Overlays.addOverlay("line3d", lineProperties);
|
||||
|
|
|
@ -366,6 +366,8 @@
|
|||
return nearestAvatar;
|
||||
}
|
||||
function messageSend(message) {
|
||||
// we always append whether or not we are logged in...
|
||||
message.isLoggedIn = Account.isLoggedIn();
|
||||
Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message));
|
||||
}
|
||||
function handStringMessageSend(message) {
|
||||
|
@ -463,7 +465,9 @@
|
|||
endHandshakeAnimation();
|
||||
// No-op if we were successful, but this way we ensure that failures and abandoned handshakes don't leave us
|
||||
// in a weird state.
|
||||
request({ uri: requestUrl, method: 'DELETE' }, debug);
|
||||
if (Account.isLoggedIn()) {
|
||||
request({ uri: requestUrl, method: 'DELETE' }, debug);
|
||||
}
|
||||
}
|
||||
|
||||
function updateTriggers(value, fromKeyboard, hand) {
|
||||
|
@ -590,7 +594,7 @@
|
|||
}
|
||||
}
|
||||
|
||||
function makeConnection(id) {
|
||||
function makeConnection(id, isLoggedIn) {
|
||||
// send done to let the connection know you have made connection.
|
||||
messageSend({
|
||||
key: "done",
|
||||
|
@ -606,7 +610,10 @@
|
|||
// It would be "simpler" to skip this and just look at the response, but:
|
||||
// 1. We don't want to bother the metaverse with request that we know will fail.
|
||||
// 2. We don't want our code here to be dependent on precisely how the metaverse responds (400, 401, etc.)
|
||||
if (!Account.isLoggedIn()) {
|
||||
// 3. We also don't want to connect to someone who is anonymous _now_, but was not earlier and still has
|
||||
// the same node id. Since the messaging doesn't say _who_ isn't logged in, fail the same as if we are
|
||||
// not logged in.
|
||||
if (!Account.isLoggedIn() || isLoggedIn === false) {
|
||||
handleConnectionResponseAndMaybeRepeat("401:Unauthorized", {statusCode: 401});
|
||||
return;
|
||||
}
|
||||
|
@ -628,8 +635,12 @@
|
|||
// we change states, start the connectionInterval where we check
|
||||
// to be sure the hand is still close enough. If not, we terminate
|
||||
// the interval, go back to the waiting state. If we make it
|
||||
// the entire CONNECTING_TIME, we make the connection.
|
||||
function startConnecting(id, jointIndex) {
|
||||
// the entire CONNECTING_TIME, we make the connection. We pass in
|
||||
// whether or not the connecting id is actually logged in, as now we
|
||||
// will allow to start the connection process but have it stop with a
|
||||
// fail message before trying to call the backend if the other guy isn't
|
||||
// logged in.
|
||||
function startConnecting(id, jointIndex, isLoggedIn) {
|
||||
var count = 0;
|
||||
debug("connecting", id, "hand", jointIndex);
|
||||
// do we need to do this?
|
||||
|
@ -671,7 +682,7 @@
|
|||
startHandshake();
|
||||
} else if (count > CONNECTING_TIME / CONNECTING_INTERVAL) {
|
||||
debug("made connection with " + id);
|
||||
makeConnection(id);
|
||||
makeConnection(id, isLoggedIn);
|
||||
stopConnecting();
|
||||
}
|
||||
}, CONNECTING_INTERVAL);
|
||||
|
@ -736,7 +747,7 @@
|
|||
if (state === STATES.WAITING && (!connectingId || connectingId === senderID)) {
|
||||
if (message.id === MyAvatar.sessionUUID) {
|
||||
stopWaiting();
|
||||
startConnecting(senderID, exisitingOrSearchedJointIndex());
|
||||
startConnecting(senderID, exisitingOrSearchedJointIndex(), message.isLoggedIn);
|
||||
} else if (connectingId) {
|
||||
// this is for someone else (we lost race in connectionRequest),
|
||||
// so lets start over
|
||||
|
@ -755,7 +766,7 @@
|
|||
startHandshake();
|
||||
break;
|
||||
}
|
||||
startConnecting(senderID, connectingHandJointIndex);
|
||||
startConnecting(senderID, connectingHandJointIndex, message.isLoggedIn);
|
||||
}
|
||||
break;
|
||||
case "done":
|
||||
|
@ -775,7 +786,7 @@
|
|||
} else {
|
||||
// they just created a connection request to us, and we are connecting to
|
||||
// them, so lets just stop connecting and make connection..
|
||||
makeConnection(connectingId);
|
||||
makeConnection(connectingId, message.isLoggedIn);
|
||||
stopConnecting();
|
||||
}
|
||||
} else {
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
"use strict";
|
||||
|
||||
/*jslint nomen: true, plusplus: true, vars: true*/
|
||||
/*global AvatarList, Entities, EntityViewer, Script, SoundCache, Audio, print, randFloat*/
|
||||
//
|
||||
|
@ -38,19 +39,27 @@ var DEFAULT_SOUND_DATA = {
|
|||
playbackGapRange: 0 // in ms
|
||||
};
|
||||
|
||||
//var AGENT_AVATAR_POSITION = { x: -1.5327, y: 0.672515, z: 5.91573 };
|
||||
var AGENT_AVATAR_POSITION = { x: -2.83785, y: 1.45243, z: -13.6042 };
|
||||
|
||||
//var isACScript = this.EntityViewer !== undefined;
|
||||
var isACScript = true;
|
||||
|
||||
Script.include("http://hifi-content.s3.amazonaws.com/ryan/development/utils_ryan.js");
|
||||
if (isACScript) {
|
||||
Agent.isAvatar = true; // This puts a robot at 0,0,0, but is currently necessary in order to use AvatarList.
|
||||
Avatar.skeletonModelURL = "http://hifi-content.s3.amazonaws.com/ozan/dev/avatars/invisible_avatar/invisible_avatar.fst";
|
||||
Avatar.position = AGENT_AVATAR_POSITION;
|
||||
Agent.isListeningToAudioStream = true;
|
||||
}
|
||||
function ignore() {}
|
||||
function debug() { // Display the arguments not just [Object object].
|
||||
//print.apply(null, [].map.call(arguments, JSON.stringify));
|
||||
}
|
||||
|
||||
function randFloat(low, high) {
|
||||
return low + Math.random() * (high - low);
|
||||
}
|
||||
|
||||
if (isACScript) {
|
||||
EntityViewer.setCenterRadius(QUERY_RADIUS);
|
||||
}
|
||||
|
@ -93,6 +102,7 @@ function EntityDatum(entityIdentifier) { // Just the data of an entity that we n
|
|||
return;
|
||||
}
|
||||
var properties, soundData; // Latest data, pulled from local octree.
|
||||
|
||||
// getEntityProperties locks the tree, which competes with the asynchronous processing of queryOctree results.
|
||||
// Most entity updates are fast and only a very few do getEntityProperties.
|
||||
function ensureSoundData() { // We only getEntityProperities when we need to.
|
||||
|
@ -115,43 +125,54 @@ function EntityDatum(entityIdentifier) { // Just the data of an entity that we n
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Stumbling on big new pile of entities will do a lot of getEntityProperties. Once.
|
||||
if (that.lastUserDataUpdate < userDataCutoff) { // NO DATA => SOUND DATA
|
||||
ensureSoundData();
|
||||
}
|
||||
|
||||
if (!that.url) { // NO DATA => NO DATA
|
||||
return that.stop();
|
||||
}
|
||||
|
||||
if (!that.sound) { // SOUND DATA => DOWNLOADING
|
||||
that.sound = SoundCache.getSound(soundData.url); // SoundCache can manage duplicates better than we can.
|
||||
}
|
||||
|
||||
if (!that.sound.downloaded) { // DOWNLOADING => DOWNLOADING
|
||||
return;
|
||||
}
|
||||
|
||||
if (that.playAfter > now) { // DOWNLOADING | WAITING => WAITING
|
||||
return;
|
||||
}
|
||||
|
||||
ensureSoundData(); // We'll try to play/setOptions and will need position, so we might as well get soundData, too.
|
||||
if (soundData.url !== that.url) { // WAITING => NO DATA (update next time around)
|
||||
return that.stop();
|
||||
}
|
||||
|
||||
var options = {
|
||||
position: properties.position,
|
||||
loop: soundData.loop || DEFAULT_SOUND_DATA.loop,
|
||||
volume: soundData.volume || DEFAULT_SOUND_DATA.volume
|
||||
};
|
||||
|
||||
function repeat() {
|
||||
return !options.loop && (soundData.playbackGap >= 0);
|
||||
}
|
||||
|
||||
function randomizedNextPlay() { // time of next play or recheck, randomized to distribute the work
|
||||
var range = soundData.playbackGapRange || DEFAULT_SOUND_DATA.playbackGapRange,
|
||||
base = repeat() ? ((that.sound.duration * MSEC_PER_SEC) + (soundData.playbackGap || DEFAULT_SOUND_DATA.playbackGap)) : RECHECK_TIME;
|
||||
return now + base + randFloat(-Math.min(base, range), range);
|
||||
}
|
||||
|
||||
if (that.injector && soundData.playing === false) {
|
||||
that.injector.stop();
|
||||
that.injector = null;
|
||||
}
|
||||
|
||||
if (!that.injector) {
|
||||
if (soundData.playing === false) { // WAITING => PLAYING | WAITING
|
||||
return;
|
||||
|
@ -165,6 +186,7 @@ function EntityDatum(entityIdentifier) { // Just the data of an entity that we n
|
|||
}
|
||||
return;
|
||||
}
|
||||
|
||||
that.injector.setOptions(options); // PLAYING => UPDATE POSITION ETC
|
||||
if (!that.injector.playing) { // Subtle: a looping sound will not check playbackGap.
|
||||
if (repeat()) { // WAITING => PLAYING
|
||||
|
@ -178,6 +200,7 @@ function EntityDatum(entityIdentifier) { // Just the data of an entity that we n
|
|||
}
|
||||
};
|
||||
}
|
||||
|
||||
function internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar) {
|
||||
ignore(avatarPosition, avatar); // We could use avatars and/or avatarPositions to prioritize which ones to play.
|
||||
var entitySound = entityCache[entityIdentifier];
|
||||
|
@ -186,7 +209,9 @@ function internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar)
|
|||
}
|
||||
entitySound.timestamp = timestamp; // Might be updated for multiple avatars. That's fine.
|
||||
}
|
||||
|
||||
var nUpdates = UPDATES_PER_STATS_LOG, lastStats = Date.now();
|
||||
|
||||
function updateAllEntityData() { // A fast update of all entities we know about. A few make sounds.
|
||||
var now = Date.now(),
|
||||
expirationCutoff = now - EXPIRATION_TIME,
|
||||
|
|
Loading…
Reference in a new issue