I am writing a small framework that I intend to build upon in the future. I am also using this framework to teach people how to support multi-threading in 3D rendering, and thus wanted to be sure I was exposing them to code that was decently clean. The goal is to write a simple example in which we split a frame into tiles (smaller chunks of say 32x32 pixels) and get the threads to render the pixels of each tile. I want to use the minimalist approach and thus avoid doing something like a task scheduler. Therefore I have chosen to calculate the number of tiles in the main program, store that in an atomic variable, and use that in the threads to provide each thread with a current tile number. Threads then decrement that number and keep doing so while that total number of tiles is greater or equal to 0. I have chosen to store the current values for the calculated pixels for each tile in a small buffer managed by the thread and then copy the values of the tile's pixels into the image buffer. I believe this is thread-safe but would love to get your feedback on that. To make the exercise more fun, I am currently assigning a random color to each tile before I implement the rest of the rendering process. I am using a random number generator from the standard lib for now. I declared the generator `thread_local` though to be honest unless I actually call the function `render()` recursively or need other functions called from within the thread function to use the generator I don't think this is necessary. As long as each thread own its own random number generator I believe this is thread safe too. Your feedback would be greatly appreciated, where here what I am looking for is: 1. Simplicity: easier for people to learn from 2. Correctness: if people learn from that, it better be correct and ideally pass a C++ peer review. 3. Efficiency: while I am not looking to save 2 or 3 cycles if you see things that could definitely impact performance please let me know. One thing I have been thinking about at this point in time is that the way I allocate memory dynamically is not caring about alignment. So that's one possible thing I could add / improve. What do you think? Here is the code: #include <thread> #include <atomic> #include <iostream> #include <fstream> #include <mutex> #include <random> struct render_info_t { unsigned int width { 640 }; unsigned int height { 480 }; unsigned int tile_size { 32 }; unsigned int num_tiles_x{}, num_tiles_y{}; unsigned char *buffer { nullptr }; }; struct thread_info_t { unsigned int id; const render_info_t* render_info; }; void render(const thread_info_t& thread_info, std::atomic_int &count) { int curr_tile {}; const render_info_t* ri = thread_info.render_info; thread_local std::mt19937 gen(std::hash<std::jthread::id>()(std::this_thread::get_id())); std::uniform_real_distribution<float> dist(0.0f, 1.f); unsigned char *buffer = (unsigned char*)malloc(ri->tile_size * ri->tile_size * 3); while ((curr_tile = --count) >= 0) { unsigned char *curr_pixel = buffer; float r = dist(gen); float g = dist(gen); float b = dist(gen); unsigned int curr_tile_y = curr_tile / ri->num_tiles_x; unsigned int curr_tile_x = curr_tile - curr_tile_y * ri->num_tiles_x; unsigned int x0 = curr_tile_x * ri->tile_size; unsigned int x1 = std::min((curr_tile_x + 1) * ri->tile_size, ri->width); unsigned int y0 = curr_tile_y * ri->tile_size; unsigned int y1 = std::min((curr_tile_y + 1) * ri->tile_size, ri->height); for (unsigned int y = y0; y < y1 ; ++y) { for (unsigned int x = x0; x < x1; ++x, curr_pixel += 3) { /* ** TODO trace ray at pixel coordinate x, y */ curr_pixel[0] = (unsigned char)(r * 255); curr_pixel[1] = (unsigned char)(g * 255); curr_pixel[2] = (unsigned char)(b * 255); } } // copy the tile's pixels into the image buffer unsigned char *row = buffer; unsigned char *from = ri->buffer + (y0 * ri->width + x0) * 3; for (unsigned int y = y0; y < y1 ; ++y, row += ri->tile_size * 3, from += ri->width * 3) { // , from += ri->width * 3 // the data pointed by the pointer ri->buffer is not part of the struct, so it can be change memcpy(from, row, ri->tile_size * 3); } } free(buffer); } int main(int argc, char **argv) { unsigned int num_threads = std::jthread::hardware_concurrency(); std::cout << "Rendering with " << num_threads << " threads" << std::endl; std::vector<std::jthread> threads; render_info_t ri; ri.num_tiles_x = (ri.width + ri.tile_size - 1) / ri.tile_size; ri.num_tiles_y = (ri.height + ri.tile_size - 1) / ri.tile_size; ri.buffer = (unsigned char*)malloc(ri.width * ri.height * 3); std::atomic_int num_tiles = ri.num_tiles_x * ri.num_tiles_y; for (unsigned int n = 0; n < num_threads; ++n) { thread_info_t thread_info; thread_info.id = n; thread_info.render_info = &ri; threads.emplace_back(render, std::move(thread_info), std::ref(num_tiles)); } for (auto& thread : threads) thread.join(); std::ofstream ofs; ofs.open("./output.ppm", std::ios::binary); ofs << "P6\n" << ri.width << " " << ri.height << "\n255\n"; ofs.write((char*)ri.buffer, ri.width * ri.height * 3); ofs.close(); free(ri.buffer); return EXIT_SUCCESS; }