restore multithreading on iOS and use DisplayLink to decouple rendering from the main loop

This commit is contained in:
2019-03-01 15:16:05 +01:00
parent 8cd02787b3
commit 27f4cb3ba8
4 changed files with 69 additions and 81 deletions

View File

@@ -21,6 +21,7 @@
>
{
@public GameView* glview;
@public CADisplayLink *displayLink;
}
- (void)display_file:(std::string)filename;
- (void)reset_touch;
@@ -32,4 +33,6 @@
- (void)unregisterForKeyboardNotifications;
- (void)crash;
- (void)share_file:(NSString*)file_path;
- (void)tick;
- (void)render_loop;
@end

View File

@@ -14,6 +14,8 @@
std::deque<std::packaged_task<void()>> tasklist;
std::mutex task_mutex;
std::mutex render_mutex;
std::condition_variable render_cv;
@interface GameImagePicker : UIImagePickerController
{
@@ -432,6 +434,64 @@ std::set<UITouch*> ignored_touch;
return YES;
}
-(void)tick
{
//std::lock_guard<std::mutex> lock(render_mutex);
render_cv.notify_one();
}
-(void)render_loop
{
while (true)
{
static auto time = std::chrono::steady_clock::now();
static double elapsed = 0;
static double min_fps_timer = 0;
auto now = std::chrono::steady_clock::now();
auto dt = std::chrono::duration<float>(now - time);
time = now;
elapsed += dt.count();
min_fps_timer += dt.count();
if (min_fps_timer > 0.5)
{
App::I.redraw = true;
min_fps_timer = 0;
}
std::deque<std::packaged_task<void()>> working_list;
if (!tasklist.empty())
{
std::lock_guard<std::mutex> lock(task_mutex);
working_list = std::move(tasklist);
}
App::I.tick(dt.count());
if (!(App::I.redraw || App::I.animate || !working_list.empty()))
{
//[self.context presentRenderbuffer:GL_FRAMEBUFFER];
//[self async_unlock];
std::unique_lock<std::mutex> lock(render_mutex);
render_cv.wait(lock);
continue;
}
[self async_lock];
while (!working_list.empty())
{
working_list.front()();
working_list.pop_front();
}
App::I.clear();
App::I.update(elapsed);
[self.context presentRenderbuffer:GL_FRAMEBUFFER];
[self async_unlock];
[self->glview display];
elapsed = 0;
}
}
- (void)setupGL
{
[self async_lock];
@@ -439,54 +499,12 @@ std::set<UITouch*> ignored_touch;
[self async_unlock];
std::thread([self]{
while (true)
{
static auto time = std::chrono::steady_clock::now();
static double elapsed = 0;
static double min_fps_timer = 0;
auto now = std::chrono::steady_clock::now();
auto dt = std::chrono::duration<float>(now - time);
time = now;
elapsed += dt.count();
min_fps_timer += dt.count();
if (min_fps_timer > 0.1)
{
App::I.redraw = true;
min_fps_timer = 0;
}
std::deque<std::packaged_task<void()>> working_list;
if (!tasklist.empty())
{
std::lock_guard<std::mutex> lock(task_mutex);
working_list = std::move(tasklist);
}
App::I.tick(dt.count());
[self async_lock];
if (!(App::I.redraw || App::I.animate || !working_list.empty()))
{
//[self.context presentRenderbuffer:GL_FRAMEBUFFER];
[self async_unlock];
std::this_thread::sleep_for(std::chrono::milliseconds(100));
continue;
}
while (!working_list.empty())
{
working_list.front()();
working_list.pop_front();
}
App::I.clear();
App::I.update(elapsed);
[self.context presentRenderbuffer:GL_FRAMEBUFFER];
[self async_unlock];
[self->glview display];
elapsed = 0;
}
[self render_loop];
}).detach();
displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(tick)];
displayLink.frameInterval = 4;
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)tearDownGL

View File

@@ -1176,10 +1176,6 @@ void Canvas::clear_context()
void Canvas::import_equirectangular(std::string file_path)
{
#if __IOS__
import_equirectangular_thread(file_path);
return;
#endif
std::thread t(&Canvas::import_equirectangular_thread, this, file_path);
t.detach();
}
@@ -1253,12 +1249,6 @@ void Canvas::export_equirectangular(std::string file_path, std::function<void()>
{
if (App::I.check_license())
{
#if __IOS__
export_equirectangular_thread(file_path);
if (on_complete)
on_complete();
return;
#endif
std::thread t([=] {
export_equirectangular_thread(file_path);
if (on_complete)
@@ -1563,12 +1553,6 @@ void Canvas::export_layers(std::string file_name, std::function<void()> on_compl
{
if (App::I.check_license())
{
#if __IOS__
export_layers_thread(file_name);
if (on_complete)
on_complete();
return;
#endif
std::thread t([=] {
export_layers_thread(file_name);
if (on_complete)
@@ -1824,12 +1808,6 @@ void Canvas::project_save(std::function<void(bool)> on_complete)
{
if (App::I.check_license())
{
#if __IOS__
bool ret = project_save_thread(App::I.doc_path);
if (on_complete)
on_complete(ret);
return;
#endif
std::thread t([=] {
bool ret = project_save_thread(App::I.doc_path);
if (on_complete)
@@ -1844,12 +1822,6 @@ void Canvas::project_save(std::string file_path, std::function<void(bool)> on_co
LOG("saving %s", file_path.c_str());
if (App::I.check_license())
{
#if __IOS__
bool ret = project_save_thread(file_path);
if (on_complete)
on_complete(ret);
return;
#endif
std::thread t([=] {
bool ret = project_save_thread(file_path);
if (on_complete)
@@ -2046,12 +2018,6 @@ bool Canvas::project_save_thread(std::string file_path)
void Canvas::project_open(std::string file_path, std::function<void(bool)> on_complete)
{
#if __IOS__
bool ret = project_open_thread(file_path);
if (on_complete)
on_complete(ret);
return;
#endif
std::thread t([=] {
bool result = project_open_thread(file_path);
if (on_complete)

View File

@@ -492,6 +492,7 @@ void NodeStrokePreview::draw_stroke()
gl.save();
node->draw_stroke_immediate();
gl.restore();
node->app_redraw();
node->async_end();
std::this_thread::sleep_for(std::chrono::milliseconds(30));
}