Files
renderdoc/renderdocui/Code/RenderManager.cs
T
baldurk ebea48260d Mark blocking invokes for painting as lower priority
* This allows them to be enqueued without the usual synchronous block
  if there's something long-running on the queue while in remote mode.
2016-08-19 17:26:24 +02:00

416 lines
12 KiB
C#

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2016 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Reflection;
using System.Windows.Forms;
using System.Runtime.InteropServices;
using renderdoc;
namespace renderdocui.Code
{
public delegate void InvokeMethod(ReplayRenderer r);
// this class owns the thread that interacts with the main library, to ensure that we don't
// have to worry elsewhere about threading access. Elsewhere in the UI you can do Invoke or
// BeginInvoke and get a ReplayRenderer reference back to access through
public class RenderManager
{
private class InvokeHandle
{
public InvokeHandle(InvokeMethod m)
{
method = m;
processed = false;
}
public InvokeMethod method;
public bool paintInvoke = false;
volatile public bool processed;
public Exception ex = null;
};
////////////////////////////////////////////
// variables
private AutoResetEvent m_WakeupEvent = new AutoResetEvent(false);
private Thread m_Thread;
private string m_Logfile;
private bool m_Running;
private RemoteHost m_RemoteHost = null;
private RemoteServer m_Remote = null;
private List<InvokeHandle> m_renderQueue;
private InvokeHandle m_current = null;
////////////////////////////////////////////
// Interface
public RenderManager()
{
Running = false;
m_renderQueue = new List<InvokeHandle>();
}
public void OpenCapture(string logfile)
{
if(Running)
return;
m_Logfile = logfile;
LoadProgress = 0.0f;
InitException = null;
m_Thread = Helpers.NewThread(new ThreadStart(this.RunThread));
m_Thread.Priority = ThreadPriority.Highest;
m_Thread.Start();
while (m_Thread.IsAlive && !Running) ;
}
public UInt32 ExecuteAndInject(string app, string workingDir, string cmdLine, string logfile, CaptureOptions opts)
{
if (m_Remote == null)
{
return StaticExports.ExecuteAndInject(app, workingDir, cmdLine, logfile, opts);
}
else
{
return m_Remote.ExecuteAndInject(app, workingDir, cmdLine, opts);
}
}
public void DeleteCapture(string logfile, bool local)
{
if (Running)
{
BeginInvoke((ReplayRenderer r) => { DeleteCapture(logfile, local); });
return;
}
if (local)
{
try
{
System.IO.File.Delete(logfile);
}
catch (Exception)
{
}
}
else
{
// this will be cleaned up automatically when the remote connection
// is closed.
if (m_Remote != null)
m_Remote.TakeOwnershipCapture(logfile);
}
}
public void CopyCaptureFromRemote(string remotepath, string localpath, Form window)
{
if (m_Remote != null)
{
bool copied = false;
float progress = 0.0f;
renderdocui.Windows.ProgressPopup modal =
new renderdocui.Windows.ProgressPopup(
(renderdocui.Windows.ModalCloseCallback)(() => { return copied; }),
true);
modal.SetModalText("Transferring...");
Thread progressThread = Helpers.NewThread(new ThreadStart(() =>
{
modal.LogfileProgressBegin();
while (!copied)
{
Thread.Sleep(2);
modal.LogfileProgress(progress);
}
}));
progressThread.Start();
BeginInvoke((ReplayRenderer r) =>
{
m_Remote.CopyCaptureFromRemote(remotepath, localpath, ref progress);
copied = true;
});
modal.ShowDialog(window);
// if the copy didn't succeed, throw
if (!System.IO.File.Exists(localpath))
throw new System.IO.FileNotFoundException("File couldn't be transferred from remote host", remotepath);
}
else
{
System.IO.File.Copy(remotepath, localpath, true);
}
}
public bool Running
{
get { return m_Running; }
set { m_Running = value; m_WakeupEvent.Set(); }
}
public RemoteHost Remote
{
get { return m_RemoteHost; }
}
public void ConnectToRemoteServer(RemoteHost host)
{
InitException = null;
try
{
m_Remote = StaticExports.CreateRemoteServer(host.Hostname, 0);
m_RemoteHost = host;
m_RemoteHost.Connected = true;
}
catch (ReplayCreateException ex)
{
InitException = ex;
}
}
public void DisconnectFromRemoteServer()
{
if (m_RemoteHost != null)
m_RemoteHost.Connected = false;
if (m_Remote != null)
m_Remote.ShutdownConnection();
m_RemoteHost = null;
m_Remote = null;
}
public ReplayCreateException InitException = null;
public void CloseThreadSync()
{
Running = false;
while (m_Thread != null && m_Thread.IsAlive) ;
m_renderQueue = new List<InvokeHandle>();
m_current = null;
}
public float LoadProgress;
[ThreadStatic]
private bool CatchExceptions = false;
public void SetExceptionCatching(bool catching)
{
CatchExceptions = catching;
}
public void BeginInvoke(InvokeMethod m)
{
InvokeHandle cmd = new InvokeHandle(m);
PushInvoke(cmd);
}
public void Invoke(InvokeMethod m)
{
InvokeHandle cmd = new InvokeHandle(m);
PushInvoke(cmd);
while (!cmd.processed) ;
if (cmd.ex != null)
throw cmd.ex;
}
public void InvokeForPaint(InvokeMethod m)
{
if (m_Thread == null || !Running)
return;
// special logic for painting invokes. Normally we want these to
// go off immediately, but if we have a remote connection active
// there could be slow operations on the pipe or currently being
// processed.
// So we check to see if the paint is likely to finish soon
// (0, or only other paint invokes on the queue, nothing active)
// and if so do it synchronously. Otherwise we just append to the
// queue and return immediately.
bool waitable = true;
InvokeHandle cmd = new InvokeHandle(m);
cmd.paintInvoke = true;
lock (m_renderQueue)
{
InvokeHandle current = m_current;
if (current != null && !current.paintInvoke)
waitable = false;
// any non-painting commands on the queue? can't wait
for (int i = 0; waitable && i < m_renderQueue.Count; i++)
if (!m_renderQueue[i].paintInvoke)
waitable = false;
m_renderQueue.Add(cmd);
}
m_WakeupEvent.Set();
if (!waitable)
return;
while (!cmd.processed) ;
if (cmd.ex != null)
throw cmd.ex;
}
private void PushInvoke(InvokeHandle cmd)
{
if (m_Thread == null || !Running)
{
cmd.processed = true;
return;
}
lock (m_renderQueue)
{
m_renderQueue.Add(cmd);
}
m_WakeupEvent.Set();
}
////////////////////////////////////////////
// Internals
private ReplayRenderer CreateReplayRenderer()
{
if (m_Remote != null)
return m_Remote.OpenCapture(-1, m_Logfile, ref LoadProgress);
else
return StaticExports.CreateReplayRenderer(m_Logfile, ref LoadProgress);
}
private void DestroyReplayRenderer(ReplayRenderer renderer)
{
if (m_Remote != null)
m_Remote.CloseCapture(renderer);
else
renderer.Shutdown();
}
private void RunThread()
{
try
{
ReplayRenderer renderer = CreateReplayRenderer();
if(renderer != null)
{
System.Diagnostics.Debug.WriteLine("Renderer created");
Running = true;
m_current = null;
while (Running)
{
lock (m_renderQueue)
{
if (m_renderQueue.Count > 0)
{
m_current = m_renderQueue[0];
m_renderQueue.RemoveAt(0);
}
}
if(m_current == null)
{
m_WakeupEvent.WaitOne(10);
continue;
}
if (m_current.method != null)
{
if (CatchExceptions)
{
try
{
m_current.method(renderer);
}
catch (Exception ex)
{
m_current.ex = ex;
}
}
else
{
m_current.method(renderer);
}
}
m_current.processed = true;
m_current = null;
}
lock (m_renderQueue)
{
foreach (var cmd in m_renderQueue)
cmd.processed = true;
m_renderQueue.Clear();
}
DestroyReplayRenderer(renderer);
}
}
catch (ReplayCreateException ex)
{
InitException = ex;
}
}
}
}