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- Added a new mode in SelectMgr_ViewerSelector for computing BVH for Select3D_SensitiveEntity in background which can be activated via method SelectMgr_ViewerSelector::SetToPrebuildBVH(). Default behavior has not been changed. - New class SelectMgr_BVHThreadPool manages background processing of BVH building queue. - Added Select3D_SensitiveEntity::ToBuildBVH() method that checks if BVH (if it used) is in invalidated state. Defined this method for all standard classes inherited from Select3D_SensitiveEntity.
181 lines
5.2 KiB
C++
181 lines
5.2 KiB
C++
// Copyright (c) 2020 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <SelectMgr_BVHThreadPool.hxx>
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#include <Message.hxx>
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#include <OSD.hxx>
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#include <OSD_Parallel.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(SelectMgr_BVHThreadPool, Standard_Transient)
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//==================================================
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// Function: SelectMgr_BVHThreadPool
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// Purpose :
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//==================================================
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SelectMgr_BVHThreadPool::SelectMgr_BVHThreadPool (Standard_Integer theNbThreads)
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: myToStopBVHThread(Standard_False),
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myWakeEvent(Standard_False),
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myIdleEvent(Standard_True),
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myIsStarted(Standard_False)
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{
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Standard_Integer aBVHThreadsNum = Max (1, theNbThreads);
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myBVHThreads.Resize (1, aBVHThreadsNum, Standard_False);
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Standard_Boolean toCatchFpe = OSD::ToCatchFloatingSignals();
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for (Standard_Integer i = myBVHThreads.Lower(); i <= myBVHThreads.Upper(); ++i)
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{
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BVHThread& aThread = myBVHThreads.ChangeValue(i);
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aThread.SetFunction (&BVHThread::runThread);
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aThread.myPool = this;
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aThread.myToCatchFpe = toCatchFpe;
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}
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}
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//==================================================
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// Function: ~SelectMgr_BVHThreadPool
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// Purpose :
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//==================================================
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SelectMgr_BVHThreadPool::~SelectMgr_BVHThreadPool()
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{
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StopThreads();
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}
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//==================================================
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// Function: StopThreads
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// Purpose :
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//==================================================
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void SelectMgr_BVHThreadPool::StopThreads()
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{
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if (!myIsStarted)
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{
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return;
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}
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myToStopBVHThread = Standard_True;
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myWakeEvent.Set();
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for (Standard_Integer i = myBVHThreads.Lower(); i <= myBVHThreads.Upper(); ++i)
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{
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myBVHThreads.ChangeValue(i).Wait();
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}
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myToStopBVHThread = Standard_False;
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myIsStarted = Standard_False;
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}
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//==================================================
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// Function: WaitThreads
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// Purpose :
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//==================================================
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void SelectMgr_BVHThreadPool::WaitThreads()
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{
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myIdleEvent.Wait();
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Sentry aSentry (this);
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}
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//=======================================================================
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//function : AddEntity
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//purpose :
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//=======================================================================
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void SelectMgr_BVHThreadPool::AddEntity (const Handle(Select3D_SensitiveEntity)& theEntity)
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{
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if (!theEntity->ToBuildBVH())
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{
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return;
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}
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{
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Standard_Mutex::Sentry aSentry (myBVHListMutex);
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myBVHToBuildList.Append (theEntity);
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myWakeEvent.Set();
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myIdleEvent.Reset();
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}
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if (!myIsStarted)
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{
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myIsStarted = Standard_True;
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for (Standard_Integer i = myBVHThreads.Lower(); i <= myBVHThreads.Upper(); ++i)
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{
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myBVHThreads.ChangeValue(i).Run ((Standard_Address) (&myBVHThreads.ChangeValue(i)));
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}
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}
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}
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//=======================================================================
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//function : performThread
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//purpose :
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//=======================================================================
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void SelectMgr_BVHThreadPool::BVHThread::performThread()
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{
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OSD::SetThreadLocalSignal (OSD::SignalMode(), myToCatchFpe);
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for (;;)
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{
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myPool->myWakeEvent.Wait();
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if (myPool->myToStopBVHThread)
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{
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return;
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}
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myPool->myBVHListMutex.Lock();
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if (myPool->myBVHToBuildList.IsEmpty())
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{
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myPool->myWakeEvent.Reset();
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myPool->myIdleEvent.Set();
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myPool->myBVHListMutex.Unlock();
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continue;
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}
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Handle(Select3D_SensitiveEntity) anEntity = myPool->myBVHToBuildList.First();
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myPool->myBVHToBuildList.RemoveFirst();
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Standard_Mutex::Sentry anEntry (myMutex);
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myPool->myBVHListMutex.Unlock();
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if (!anEntity.IsNull())
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{
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try
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{
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OCC_CATCH_SIGNALS
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anEntity->BVH();
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}
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catch (Standard_Failure const& aFailure)
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{
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TCollection_AsciiString aMsg = TCollection_AsciiString (aFailure.DynamicType()->Name())
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+ ": " + aFailure.GetMessageString();
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Message::DefaultMessenger()->SendFail (aMsg);
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}
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catch (std::exception& anStdException)
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{
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TCollection_AsciiString aMsg = TCollection_AsciiString (typeid(anStdException).name())
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+ ": " + anStdException.what();
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Message::DefaultMessenger()->SendFail (aMsg);
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}
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catch (...)
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{
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Message::DefaultMessenger()->SendFail ("Error: Unknown exception");
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}
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}
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}
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}
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// =======================================================================
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// function : runThread
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// purpose :
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// =======================================================================
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Standard_Address SelectMgr_BVHThreadPool::BVHThread::runThread (Standard_Address theTask)
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{
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BVHThread* aThread = static_cast<BVHThread*>(theTask);
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aThread->performThread();
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return NULL;
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}
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