restore multithreading on iOS and use DisplayLink to decouple rendering from the main loop
This commit is contained in:
@@ -21,6 +21,7 @@
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>
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{
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@public GameView* glview;
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@public CADisplayLink *displayLink;
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}
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- (void)display_file:(std::string)filename;
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- (void)reset_touch;
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@@ -32,4 +33,6 @@
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- (void)unregisterForKeyboardNotifications;
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- (void)crash;
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- (void)share_file:(NSString*)file_path;
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- (void)tick;
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- (void)render_loop;
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@end
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@@ -14,6 +14,8 @@
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std::deque<std::packaged_task<void()>> tasklist;
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std::mutex task_mutex;
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std::mutex render_mutex;
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std::condition_variable render_cv;
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@interface GameImagePicker : UIImagePickerController
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{
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@@ -432,13 +434,14 @@ std::set<UITouch*> ignored_touch;
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return YES;
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}
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- (void)setupGL
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-(void)tick
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{
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[self async_lock];
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App::I.init();
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[self async_unlock];
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//std::lock_guard<std::mutex> lock(render_mutex);
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render_cv.notify_one();
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}
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std::thread([self]{
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-(void)render_loop
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{
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while (true)
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{
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static auto time = std::chrono::steady_clock::now();
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@@ -450,7 +453,7 @@ std::set<UITouch*> ignored_touch;
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elapsed += dt.count();
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min_fps_timer += dt.count();
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if (min_fps_timer > 0.1)
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if (min_fps_timer > 0.5)
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{
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App::I.redraw = true;
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min_fps_timer = 0;
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@@ -465,15 +468,16 @@ std::set<UITouch*> ignored_touch;
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App::I.tick(dt.count());
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[self async_lock];
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if (!(App::I.redraw || App::I.animate || !working_list.empty()))
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{
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//[self.context presentRenderbuffer:GL_FRAMEBUFFER];
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[self async_unlock];
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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//[self async_unlock];
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std::unique_lock<std::mutex> lock(render_mutex);
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render_cv.wait(lock);
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continue;
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}
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[self async_lock];
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while (!working_list.empty())
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{
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working_list.front()();
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@@ -486,7 +490,21 @@ std::set<UITouch*> ignored_touch;
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[self->glview display];
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elapsed = 0;
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}
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}
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- (void)setupGL
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{
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[self async_lock];
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App::I.init();
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[self async_unlock];
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std::thread([self]{
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[self render_loop];
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}).detach();
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displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(tick)];
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displayLink.frameInterval = 4;
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[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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}
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- (void)tearDownGL
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@@ -1176,10 +1176,6 @@ void Canvas::clear_context()
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void Canvas::import_equirectangular(std::string file_path)
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{
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#if __IOS__
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import_equirectangular_thread(file_path);
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return;
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#endif
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std::thread t(&Canvas::import_equirectangular_thread, this, file_path);
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t.detach();
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}
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@@ -1253,12 +1249,6 @@ void Canvas::export_equirectangular(std::string file_path, std::function<void()>
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{
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if (App::I.check_license())
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{
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#if __IOS__
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export_equirectangular_thread(file_path);
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if (on_complete)
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on_complete();
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return;
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#endif
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std::thread t([=] {
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export_equirectangular_thread(file_path);
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if (on_complete)
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@@ -1563,12 +1553,6 @@ void Canvas::export_layers(std::string file_name, std::function<void()> on_compl
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{
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if (App::I.check_license())
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{
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#if __IOS__
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export_layers_thread(file_name);
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if (on_complete)
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on_complete();
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return;
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#endif
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std::thread t([=] {
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export_layers_thread(file_name);
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if (on_complete)
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@@ -1824,12 +1808,6 @@ void Canvas::project_save(std::function<void(bool)> on_complete)
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{
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if (App::I.check_license())
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{
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#if __IOS__
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bool ret = project_save_thread(App::I.doc_path);
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if (on_complete)
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on_complete(ret);
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return;
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#endif
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std::thread t([=] {
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bool ret = project_save_thread(App::I.doc_path);
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if (on_complete)
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@@ -1844,12 +1822,6 @@ void Canvas::project_save(std::string file_path, std::function<void(bool)> on_co
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LOG("saving %s", file_path.c_str());
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if (App::I.check_license())
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{
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#if __IOS__
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bool ret = project_save_thread(file_path);
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if (on_complete)
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on_complete(ret);
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return;
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#endif
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std::thread t([=] {
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bool ret = project_save_thread(file_path);
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if (on_complete)
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@@ -2046,12 +2018,6 @@ bool Canvas::project_save_thread(std::string file_path)
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void Canvas::project_open(std::string file_path, std::function<void(bool)> on_complete)
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{
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#if __IOS__
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bool ret = project_open_thread(file_path);
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if (on_complete)
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on_complete(ret);
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return;
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#endif
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std::thread t([=] {
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bool result = project_open_thread(file_path);
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if (on_complete)
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@@ -492,6 +492,7 @@ void NodeStrokePreview::draw_stroke()
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gl.save();
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node->draw_stroke_immediate();
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gl.restore();
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node->app_redraw();
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node->async_end();
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std::this_thread::sleep_for(std::chrono::milliseconds(30));
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}
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