воскресенье, 30 января 2011 г.

moving to Intel Threading Blocks

deeper and deeper into concurrency and multi threading...

I have decision to use Intel Threading Building Blocks instead of experimental boost::thread_pool. All computations in the Glow engine are organized into tasks and theoretically would scale well when number of hardware threads (CPU cores) will be increased.

Previously, I used boost::thread_pool for task execution. Now, when I returned to concurrency, I realized that usage of boost::thread_pool is not scalable, because it heavily uses mutexes (spin-based). Later I will launch tests to measure scalability of both methods and post results here.

среда, 26 января 2011 г.

I am thinking about concurrent scene graph.

The are several modules in the engine, which needs queries to the scene graph, like Physics, Audio, Render. Moreover, in the future, several threads (tasks) inside of module will need concurrent access to the scene graph.

There several options how to do it:

1) copies of scene graph in every module (used also in OpenSceneGraph engine)- needs more memory, but should hold different types of objects - Physics module will hold only physics objects etc. Still it does not resolve problem with concurrent access in the future

2) concurrent containers in the scene graph - maybe the best solution, but currently I can not find best fit for it. Also looks like it hardware dependent and not robust enought. There is Intel Thread Building Blocks library with concurrent containers, but it's not perfect and doesn't support Android and iOS.

3) mutexes to isolate queries. Usage of mutex is not good thing for scalable multi threading, but maybe for some usage patterns it's ok. In my case it's SINGLE PRODUCER MULTIPLY CONSUMERS model.

Can anyone suggest robust cross platform concurrent containers (hash_map or vector at least) ?

excellent blog http://www.1024cores.net about concurrency and scalability.

UPD: I was wrong about Intel TBB, it's cool and powerful library. It's not clear now for me, how to use it under iOS or Android, but it's Open Source and ports are available for different platforms.

воскресенье, 23 января 2011 г.

понедельник, 17 января 2011 г.

Memory Management in the Glow engine

Memory management is very important thing in a console world. We can forget about it on a PC (at least for several hours without leaks, but consoles are restricted, so we should consider that after some time, allocation of memory will return NULL (or exception, depending on compiler). Also fragmentation is serious problem after allocation of many small objects. So with the plans to move on mobile devices, we decided to develop system for memory management.

New memory manager is implemented for Glow engine. Separate optimized singlethreaded heaps with pools for small objects for every module of the engine (physics, ai, navigation, sounds etc) are added instead of the single common C++ heap.

Special heap for transferring messages between modules, memory leak debugging, shared pointers (boost c++ library) for memory arrays.

Allocator for STL containers was implemented, so every memory allocation in the specific module goes from the module heap. STL containers and strings are evil force of a memory fragmentation, so process for removing every STL container from code is started. Some vectors are replaced by special Stack vector container, based on boost::array with restricted dynamic grow. Also major part of constant std::string was replaced with const char* equivalent (with memory allocated from constant string pool) and "copy on create if exists" usage.

Memory debugger UI, with rendering of memory fragmentation, information about allocated blocks - count, amount, overhead.



Remaining part for the memory manager implementation - garbage collector for Geometry.

January release date was very optimistic, so we moved release of alpha version to Spring, 2011. Major parts are ready, but there are many small task to polish editor and engine.

четверг, 30 декабря 2010 г.

I am working currently on memory management for the engine, done a lot..later about it in details..

now about arrays. Everybody knows, that dynamic allocation is bad thing, especially in optimized applications. Fragmentations, locks, time to find free block etc. General advice is to avoid any kind of dynamic allocation in update loop. So I decided to remove it everywhere and move all dynamic data to the stack.

There were many std::vectors, std::strings in the source, around 700 cases of using std::string, same for vector. Firstly I changed vector into C arrays, but it's not convenient to use. After that I found boost::array, but it's not dynamic.

So my decision was to create mix of boost::array and std::vector, it's based on sources of boost::array, but has ability to dynamically grew (one additional variable m_size).

Useful and looks optimal.

UPD. maybe not so optimal for complex objects with not simple constructors and also for big object, but optimal for pointers and simple types.

понедельник, 20 декабря 2010 г.

SIGGRAPH Asia 2010

I visited SIGGRAPH Asia 2010, it was interesting. Several courses was attended, number of interesting people was met. Tessellation is still hot theme, it was discussed heavily in DirectX 11 and OpenGL 4.0 courses. Also Realtime Ray Tracing and stereoscopic rendering.

среда, 15 декабря 2010 г.

Post processing pipeline started

Previous week was spent on post-processing. Pipeline is implemented in the engine now. Also motion blur done as post-process (built from Geometry Buffer, described here ) and can be safely disabled. My paper library became useful.

This motion blur goes from camera movement, per-object motion blur will be implemented later (per pixel velocities will be saved in Geometry Buffer).

Motion blur in action, kernel from 15 samples:




Original scene:



Several post-processing effects are scheduled - glow pass (blur bright parts of the scene),
Analytical Anti-aliasing, Depth of Field and more.

Mirrors and reflections (deferred) are started.