Fix RenderThread's notify mechanism (#4698)
## Summary of the Pull Request Fix a bug where the `Renderer::PaintFrame` method: 1. is not called until the next `RenderThread::NotifyThread` call but needs to be called because there the terminal was updated (theoretical bug) 2. is called twice but needs to be called only once (verified bug) ## References The bug was introduced by #3511. ## PR Checklist * [x] CLA signed. If not, go over [here](https://cla.opensource.microsoft.com/microsoft/Terminal) and sign the CLA ## Detailed Description of the Pull Request / Additional comments ### Before #### First bug In the original code, `_fNextFrameRequested` is set to `true` in render thread because `std::atomic_flag::test_and_set` is called. This is wrong because it means that the render thread will render the terminal again even if there is no change after the last render. I think the the goal was to load the boolean value for `_fNextFrameRequested` to check whether the thread should sleep or not. The problem is that there is no method on `std::atomic_flag` to load its boolean value. I guess what happened was that the "solution" that was found was to use `std::atomic_flag::test_and_set`, followed by `std::atomic_flag::clear` if the value was `false` originally (if `std::atomic_flag::test_and_set` returned `false`) to restore the original value. I guess that this was believed to be equivalent to just a simple load, without doing any change to the value because it restores it at the end. But it's not: this is dangerous because if the value is changed to `true` between the call to `std::atomic_flag::test_and_set` and the call to `std::atomic_flag::clear`, then the value ends up being `false` at the end which is wrong because we don't want to change it! And if that value ends up being `false`, it means that we miss a render because we will wait on `_hEvent` during the next iteration on the render thread. Well actually, here, this not even a problem because when that code is ran, `_fPainting` is `false` which means that the other thread that modifies the `_fNextFrameRequested` value through `RenderThread::NotifyPaint` will not actually modify `_fNextFrameRequested` but rather call `SetEvent` (see the method's body). But wait! There is a problem there too! `std::atomic_flag::test_and_set` is called for `_fPainting` which sets its value to `true`. It was probably unintended. So actually, the next call to `RenderThread::NotifyPaint` _will_ end up modifying `_fNextFrameRequested` which means that the data race I was talking about _might_ happen! #### Second bug Let's go back a little bit in my explanation. I was talking about the fact that: > I guess what happened was that the "solution" that was found was to use `std::atomic_flag::test_and_set`, followed by `std::atomic_flag::clear` if the value was `false` originally (if `std::atomic_flag::test_and_set` returned `false`) to restore the original value. The problem is that the reverse was done in the implementation: `std::atomic_flag::clear` is called if the value was _`true`_ originally! So at this point, if the value of `_fNextFrameRequested` was `false`, then `std::atomic_flag::test_and_set` sets its is set to `true` and returns `false`. So for the next iteration, `_fNextFrameRequested` is `true` and the render thread will re-render but that was not needed. ### After I used `std::atomic<bool>` instead of `std::atomic_flag` for `_fNextFrameRequested` and the other atomic field because it has a `load` and a `store` method so we can actually load the value without changing it. I also replaced `_fPainting` by `_fWaiting`, which is basically the opposite of `_fPainting` but stays `true` for a little shorter than `_fPainting` would stay `false`. Indeed, I think that it makes more sense to directly wrap/scope _just_ the call to `WaitForSingleObject` by setting my atomic variable to `true` _just_ before and to `false` _just_ after because: * It makes more sense while you're reading the code: it's easier IMO to understand what the purpose of `_fWaiting` is (that is, to call `SetEvent` from `RenderThread::NotifyPaint` if it's `true`). * It's probably a tiny bit better for performance because it will become `true` for a little shorter which means less calls to `SetEvent`. #### Warning I don't really understand [std::memory_order](https://en.cppreference.com/w/cpp/atomic/memory_order)s. So I used the default one (`std::memory_order_seq_cst`) which is the safest. I believe that if no read or write are reordered in the two threads (`RenderThread::NotifyPaint` and `RenderThread::_ThreadProc`), then the code I wrote will behave correctly. I think that `std::memory_order_seq_cst` enforces that so it should be fine, but I'm not sure. ## Validation Steps Performed **I tried to reproduce the second bug that I described in the first section of this PR.** I put a breakpoint on `RenderThread::NotifyPaint` and on `Renderer::PaintFrame`. Initially they are disabled. Then I ran the terminal in Release mode, waited a bit for the prompt to display and the cursor to start blinking. Then I enabled the breakpoints. ### Before Each `RenderThread::NotifyPaint` is followed by 2 `Renderer::PaintFrame` calls. ❌ ### After Each `RenderThread::NotifyPaint` is followed by 1 `Renderer::PaintFrame` call. ✔️
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@ -15,10 +15,10 @@ RenderThread::RenderThread() :
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_hEvent(nullptr),
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_hPaintCompletedEvent(nullptr),
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_fKeepRunning(true),
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_hPaintEnabledEvent(nullptr)
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_hPaintEnabledEvent(nullptr),
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_fNextFrameRequested(false),
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_fWaiting(false)
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{
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_fNextFrameRequested.clear();
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_fPainting.clear();
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}
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RenderThread::~RenderThread()
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@ -161,20 +161,45 @@ DWORD WINAPI RenderThread::_ThreadProc()
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{
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WaitForSingleObject(_hPaintEnabledEvent, INFINITE);
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// Skip waiting if next frame is requested.
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if (_fNextFrameRequested.test_and_set(std::memory_order_relaxed))
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if (!_fNextFrameRequested.exchange(false))
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{
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_fNextFrameRequested.clear(std::memory_order_relaxed);
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}
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else
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{
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WaitForSingleObject(_hEvent, INFINITE);
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// <--
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// If `NotifyPaint` is called at this point, then it will not
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// set the event because `_fWaiting` is not `true` yet so we have
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// to check again below.
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_fWaiting.store(true);
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// check again now (see comment above)
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if (!_fNextFrameRequested.exchange(false))
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{
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// Wait until a next frame is requested.
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WaitForSingleObject(_hEvent, INFINITE);
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}
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// <--
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// If `NotifyPaint` is called at this point, then it _will_ set
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// the event because `_fWaiting` is `true`, but we're not waiting
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// anymore!
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// This can probably happen quite often: imagine a scenario where
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// we are waiting, and the terminal calls `NotifyPaint` twice
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// very quickly.
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// In that case, both calls might end up calling `SetEvent`. The
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// first one will resume this thread and the second one will
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// `SetEvent` the event. So the next time we wait, the event will
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// already be set and we won't actually wait.
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// Because it can happen often, and because rendering is an
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// expensive operation, we should reset the event to not render
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// again if nothing changed.
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_fWaiting.store(false);
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// see comment above
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ResetEvent(_hEvent);
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}
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ResetEvent(_hPaintCompletedEvent);
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_fPainting.test_and_set(std::memory_order_acquire);
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LOG_IF_FAILED(_pRenderer->PaintFrame());
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SetEvent(_hPaintCompletedEvent);
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@ -184,8 +209,6 @@ DWORD WINAPI RenderThread::_ThreadProc()
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{
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Sleep(s_FrameLimitMilliseconds);
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}
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_fPainting.clear(std::memory_order_release);
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}
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return S_OK;
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@ -193,15 +216,14 @@ DWORD WINAPI RenderThread::_ThreadProc()
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void RenderThread::NotifyPaint()
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{
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// If we are currently painting a frame, set _fNextFrameRequested flag
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// to indicate we want to paint next frame immediately.
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if (_fPainting.test_and_set(std::memory_order_acquire))
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if (_fWaiting.load())
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{
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_fNextFrameRequested.test_and_set(std::memory_order_relaxed);
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return;
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SetEvent(_hEvent);
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}
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else
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{
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_fNextFrameRequested.store(true);
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}
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SetEvent(_hEvent);
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}
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void RenderThread::EnablePainting()
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@ -47,7 +47,7 @@ namespace Microsoft::Console::Render
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IRenderer* _pRenderer; // Non-ownership pointer
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bool _fKeepRunning;
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std::atomic_flag _fNextFrameRequested;
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std::atomic_flag _fPainting;
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std::atomic<bool> _fNextFrameRequested;
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std::atomic<bool> _fWaiting;
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};
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}
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