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

@@ -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