I have a classic physics-thread vs. graphics-thread problem:
Say I’m running one thread for the physics update and one thread for rendering.
In the physics thread (pseudo-code):
while(true)
{
foreach object in simulation
SomeComplicatedPhysicsIntegration( &object->modelviewmatrix);
//modelviewmatrix is a vector of 16 floats (ie. a 4x4 matrix)
}
and in the graphics thread:
while(true)
{
foreach object in simulation
RenderObject(object->modelviewmatrix);
}
Now in theory this would not require locks, as one thread is only writing to the matrices and another is only reading, and I don’t care about stale data so much.
The problem that updating the matrix is not an atomic operation and sometimes the graphics thread will read only partially updated matrices (ie. not all 16 floats have been copied, only part of them) which means part of the matrix is from one physics frame and part is from the previous frame, which in turn means the matrix is nolonger affine (ie. it’s basically corrupted).
Is there any good method of preventing this without using locks? I read about a possible implementation using double buffering, but I cannot imagine a way that would work without syncing the threads.
Edit: I guess what I’d really like to use is some sort of triple buffering like they use on graphic displays.. anyone know of a good presentation of the triple buffering algorithm?
Edit 2: Indeed using non-synced triple buffering is not a good ideea (as suggested in the answers below). The physics thread can run mutiple cycles eating a lot of CPU and stalling the graphics thread, computing frames that never even get rendered in the end.
I have opted for a simple double-buffered algorithm with a single lock, where the physics thread only computes as much as 1 frame in advance of the graphics thread before swapping buffers. Something like this:
Physics:
while(true)
{
foreach physicstimestep
foreach object in simulation
SomeComplicatedPhysicsIntegration( &object->modelviewmatrix.WriteBuffer);
LockSemaphore()
SwapBuffers()
UnlockSemaphore()
}
Graphics:
while(true)
{
LockSemaphore()
foreach object in simulation
RenderObject(object->modelviewmatrix.ReadBuffer);
UnlockSemaphore()
}
How does that sound?
No matter what kind of scheme you are using, synchronizing the threads is an absolute essential here. Without synchronization you run the risk that your physics thread will race far ahead of the graphics thread, or vice versa. Your program, typically a master thread that advances time, needs to be in control of thread operations, not the threading mechanism.
Double buffering is one scheme that lets your physics and graphics threads run in parallel (for example, you have a multi-CPU or multi-core machine). The physics thread operates on one buffer while the graphics thread operates on the other. Note that this induces a lag in the graphics, which may or may not be an issue.