Age | Commit message (Collapse) | Author |
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llwindowwin32.cpp's LLWinImm class used to dynamically load IMM32.DLL and
populate its methods using GetProcAddress(). That was to support Windows XP.
Since we've dropped Windows XP, use static linking instead, with dramatically
fewer lines of code (and less of a thread safety alarm trigger).
We retain the LLWinImm wrapper class only as a hook for Tracy instrumentation.
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We want to skip calling PostMessage() to bump the window thread out of
GetMessage() in any frame with no work functions pending for that thread. That
test depends on being able to sense the size() of the queue. Having converted
to WorkQueue, we need that queue to support size().
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LLWindowWin32::mWndProc was a public WNDPROC member. If set non-NULL,
mainWindowProc() would call that before falling into its own handler code. But
now, mWndProc would be called on the window thread instead of on the main
thread. Running arbitrary callback code on the window thread could cause all
sorts of problems.
It could be made safe by posting the callback call to the "mainloop" WorkQueue
for execution on the main thread. But as no code actually references it,
delete it instead.
Per DaveP, the recent change to LLWindowsWin32Thread::post() could end up
calling PostMessage() many times per frame, with nontrivial overhead.
Reinstate the more selective code that calls PostMessage() with the dummy
message (to bust us out of GetMessage() to check pending window-thread work
requests) at most once per frame.
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Move the whole LLWindowWin32Thread class inside LLWindowWin32, and make it a
struct. Migrate the struct declaration to llwindowwin32.cpp.
Derive it from ThreadPool, which provides the WorkQueue. Use runPending()
instead of manually popping and running individual queue items.
Make its post() operation always PostMessage(bogus) whenever we put an entry
in the WorkQueue, so we won't remain blocked in GetMessage().
Instead of storing a back pointer to the LLWindowWin32 instance, store the
relevant HWND and HDC in LLWindowWin32Thread itself to avoid cross-thread
timing problems.
Extract both instances of a large duplicated block of LLWindowWin32 code to a
new recreateWindow() method, and call it in those places. Per the TODO, use a
std::future to pass the new HWND and HDC back to LLWindowWin32 -- but also
store them locally on the LLWindowWin32Thread instance.
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That is, when LLViewerFetchedTexture::scheduleCreateTexture() wants to call
createTexture() on the LLImageGLThread, but postCreateTexture() on the main
thread, use the "mainloop" WorkQueue to set up the handshake.
Give ThreadPool a public virtual run() method so a subclass can override with
desired behavior. This necessitates a virtual destructor. Add accessors for
embedded WorkQueue (for post calls), ThreadPool name and width (in threads).
Allow LLSimpleton::createInstance() to forward arguments to the subject
constructor.
Make LLImageGLThread an LLSimpleton - that abstraction didn't yet exist at the
time LLImageGLThread was coded. Also derive from ThreadPool rather than
LLThread. Make it a single-thread "pool" with a very large queue capacity.
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freezes the File Explorer
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Give ThreadPool and WorkQueue the ability to override default
ThreadSafeSchedule capacity.
Instantiate "mainloop" WorkQueue and "General" ThreadPool with very large
capacity because we never want to have to block trying to push to either.
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Use the new WorkQueue::postIfOpen() method in LLImageGLThread::post(). That
makes the LLImageGLThread method a trivial wrapper, which can accept templated
work items and pass them through to the WorkQueue method, eliminating double
indirection due to multiple layers of std::function.
Eliminate LLImageGLThread's WorkQueue intended for work on the main queue.
Since the main loop already has a WorkQueue of its own, post work directly to
that WorkQueue instead of using a separate WorkQueue misleadingly embedded in
LLImageGLThread.
Instead of looking up the main thread's WorkQueue every time, capture a
pointer in LLImageGL's constructor.
We no longer need a fallback queue for when the main thread's WorkQueue is
full. We no longer need the main loop to poll LLImageGL to service the local
main-thread-targeted WorkQueue, or to copy work from the fallback queue to the
main queue. That eliminates LLImageGLThread::postCallback(), mCallbackQueue,
mPendingCallbackQ, executeCallbacks() -- and even LLImageGL::updateClass() and
LLAppViewer's call to it.
Change LLViewerFetchedTexture::scheduleCreateTexture() to post work to the
main thread's WorkQueue instead of calling LLImageGLThread::postCallback().
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postIfOpen() provides a no-exception alternative to post(), which blocks if
full but throws if closed. postIfOpen() likewise blocks if full, but returns
true if able to post and false if the queue was closed.
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instead of requiring a separate declaration for each subclass.
The previous way produces errors in clang.
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LLMemTracked, introduce alignas, hook most/all reamining allocs, disable synchronous occlusion, and convert frequently accessed LLSingletons to LLSimpleton
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vars, and use atmospheric already calculated
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SL-16127
Approved-by: Euclid Linden
Approved-by: Dave Parks
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postTo() sets up two-way communication: the caller asks to run work on some
other WorkQueue, expecting an eventual callback on the originating WorkQueue.
That permits us to transport any exception thrown by the work callable back to
rethrow on the originating WorkQueue.
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In addition to the name making the blocking explicit, we changed the
signature: instead of specifying a target WorkQueue on which to run,
waitForResult() runs the passed callable on its own WorkQueue.
Why is that? Because, unlike postTo(), we do not require a handshake between
two different WorkQueues. postTo() allows running arbitrary callback code,
setting variables or whatever, on the originating WorkQueue (presumably on the
originating thread). waitForResult() synchronizes using Promise/Future, which
are explicitly designed for cross-thread communication. We need not call
set_value() on the originating thread, so we don't need a postTo() callback
lambda.
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physics shapes display).
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The idea is that you can call runOn(target, callable) from a (non-default)
coroutine and block that coroutine until the result becomes available.
As a safety check, we forbid calling runOn() from a thread's default
coroutine, assuming that a given thread's default coroutine is the one
servicing the relevant WorkQueue.
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Add a test exercising this feature.
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sometimes has stale texture state).
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ThreadPool bundles a WorkQueue with the specified number of worker threads to
service it. Each ThreadPool has a name that can be used to locate its
WorkQueue.
Each worker thread calls WorkQueue::runUntilClose().
ThreadPool listens on the "LLApp" LLEventPump for shutdown notification. On
receiving that, it closes its WorkQueue and then join()s each of its worker
threads for orderly shutdown.
Add a settings.xml entry "ThreadPoolSizes", the first LLSD-valued settings
entry to expect a map: pool name->size. The expectation is that usually code
instantiating a particular ThreadPool will have a default size in mind, but it
should check "ThreadPoolSizes" for a user override.
Make idle_startup()'s STATE_SEED_CAP_GRANTED state instantiate a "General"
ThreadPool. This is function-static for lazy initialization.
Eliminate LLMainLoopRepeater, which is completely unreferenced. Any potential
future use cases are better addressed by posting to the main loop's WorkQueue.
Eliminate llappviewer.cpp's private LLDeferredTaskList class, which
implemented LLAppViewer::addOnIdleCallback(). Make addOnIdleCallback() post
work to the main loop's WorkQueue instead.
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exiting viewer
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calling getTotalDensity()
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