don't delete rendering thread. SpiderMonkey needs to stay on same thread

This commit is contained in:
Dale Stammen 2015-06-03 09:19:05 -07:00
parent 883f250f6a
commit 38c9490f4d
3 changed files with 130 additions and 83 deletions

View File

@ -51,10 +51,11 @@ OpenGLESPage::OpenGLESPage(OpenGLES* openGLES) :
mRenderSurface(EGL_NO_SURFACE),
mCustomRenderSurfaceSize(0,0),
mUseCustomRenderSurfaceSize(false),
m_coreInput(nullptr),
m_dpi(0.0f),
m_deviceLost(false),
m_orientation(DisplayOrientations::Landscape)
mCoreInput(nullptr),
mDpi(0.0f),
mDeviceLost(false),
mVisible(false),
mOrientation(DisplayOrientations::Landscape)
{
InitializeComponent();
@ -77,7 +78,7 @@ OpenGLESPage::OpenGLESPage(OpenGLES* openGLES) :
currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &OpenGLESPage::OnOrientationChanged);
m_orientation = currentDisplayInformation->CurrentOrientation;
mOrientation = currentDisplayInformation->CurrentOrientation;
this->Loaded +=
ref new Windows::UI::Xaml::RoutedEventHandler(this, &OpenGLESPage::OnPageLoaded);
@ -111,23 +112,23 @@ OpenGLESPage::OpenGLESPage(OpenGLES* openGLES) :
auto workItemHandler = ref new WorkItemHandler([this](IAsyncAction ^)
{
// The CoreIndependentInputSource will raise pointer events for the specified device types on whichever thread it's created on.
m_coreInput = swapChainPanel->CreateCoreIndependentInputSource(
mCoreInput = swapChainPanel->CreateCoreIndependentInputSource(
Windows::UI::Core::CoreInputDeviceTypes::Mouse |
Windows::UI::Core::CoreInputDeviceTypes::Touch |
Windows::UI::Core::CoreInputDeviceTypes::Pen
);
// Register for pointer events, which will be raised on the background thread.
m_coreInput->PointerPressed += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerPressed);
m_coreInput->PointerMoved += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerMoved);
m_coreInput->PointerReleased += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerReleased);
mCoreInput->PointerPressed += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerPressed);
mCoreInput->PointerMoved += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerMoved);
mCoreInput->PointerReleased += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerReleased);
// Begin processing input messages as they're delivered.
m_coreInput->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit);
mCoreInput->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit);
});
// Run task on a dedicated high priority background thread.
m_inputLoopWorker = ThreadPool::RunAsync(workItemHandler, WorkItemPriority::High, WorkItemOptions::TimeSliced);
mInputLoopWorker = ThreadPool::RunAsync(workItemHandler, WorkItemPriority::High, WorkItemOptions::TimeSliced);
}
OpenGLESPage::~OpenGLESPage()
@ -141,29 +142,30 @@ void OpenGLESPage::OnPageLoaded(Platform::Object^ sender, Windows::UI::Xaml::Rou
// The SwapChainPanel has been created and arranged in the page layout, so EGL can be initialized.
CreateRenderSurface();
StartRenderLoop();
mVisible = true;
}
void OpenGLESPage::OnPointerPressed(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
if (mRenderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerPressed, e);
mRenderer->QueuePointerEvent(PointerEventType::PointerPressed, e);
}
}
void OpenGLESPage::OnPointerMoved(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
if (mRenderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerMoved, e);
mRenderer->QueuePointerEvent(PointerEventType::PointerMoved, e);
}
}
void OpenGLESPage::OnPointerReleased(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
if (mRenderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerReleased, e);
mRenderer->QueuePointerEvent(PointerEventType::PointerReleased, e);
}
}
@ -172,9 +174,9 @@ void OpenGLESPage::OnKeyPressed(CoreWindow^ sender, KeyEventArgs^ e)
if (!e->KeyStatus.WasKeyDown)
{
//log("OpenGLESPage::OnKeyPressed %d", e->VirtualKey);
if (m_renderer)
if (mRenderer)
{
m_renderer->QueueKeyboardEvent(WinRTKeyboardEventType::KeyPressed, e);
mRenderer->QueueKeyboardEvent(WinRTKeyboardEventType::KeyPressed, e);
}
}
}
@ -192,9 +194,9 @@ void OpenGLESPage::OnCharacterReceived(CoreWindow^ sender, CharacterReceivedEven
void OpenGLESPage::OnKeyReleased(CoreWindow^ sender, KeyEventArgs^ e)
{
//log("OpenGLESPage::OnKeyReleased %d", e->VirtualKey);
if (m_renderer)
if (mRenderer)
{
m_renderer->QueueKeyboardEvent(WinRTKeyboardEventType::KeyReleased, e);
mRenderer->QueueKeyboardEvent(WinRTKeyboardEventType::KeyReleased, e);
}
}
@ -202,18 +204,20 @@ void OpenGLESPage::OnKeyReleased(CoreWindow^ sender, KeyEventArgs^ e)
void OpenGLESPage::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
m_orientation = sender->CurrentOrientation;
mOrientation = sender->CurrentOrientation;
}
void OpenGLESPage::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
{
if (args->Visible && mRenderSurface != EGL_NO_SURFACE)
{
StartRenderLoop();
std::unique_lock<std::mutex> locker(mSleepMutex);
mVisible = true;
mSleepCondition.notify_one();
}
else
{
StopRenderLoop();
mVisible = false;
}
}
@ -230,15 +234,14 @@ void OpenGLESPage::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Wi
*/
void OpenGLESPage::OnBackButtonPressed(Object^ sender, BackPressedEventArgs^ args)
{
if (m_renderer)
if (mRenderer)
{
m_renderer->QueueBackButtonEvent();
mRenderer->QueueBackButtonEvent();
args->Handled = true;
}
}
#endif
void OpenGLESPage::OnSwapChainPanelSizeChanged(Object^ sender, Windows::UI::Xaml::SizeChangedEventArgs^ e)
{
// Size change events occur outside of the render thread. A lock is required when updating
@ -291,19 +294,13 @@ void OpenGLESPage::DestroyRenderSurface()
void OpenGLESPage::RecoverFromLostDevice()
{
// Stop the render loop, reset OpenGLES, recreate the render surface
// and start the render loop again to recover from a lost device.
StopRenderLoop();
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
DestroyRenderSurface();
mOpenGLES->Reset();
CreateRenderSurface();
}
StartRenderLoop();
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
DestroyRenderSurface();
mOpenGLES->Reset();
CreateRenderSurface();
std::unique_lock<std::mutex> locker(mSleepMutex);
mDeviceLost = false;
mSleepCondition.notify_one();
}
void OpenGLESPage::TerminateApp()
@ -316,7 +313,6 @@ void OpenGLESPage::TerminateApp()
mOpenGLES->DestroySurface(mRenderSurface);
mOpenGLES->Cleanup();
}
}
Windows::UI::Xaml::Application::Current->Exit();
}
@ -330,45 +326,60 @@ void OpenGLESPage::StartRenderLoop()
}
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
m_dpi = currentDisplayInformation->LogicalDpi;
mDpi = currentDisplayInformation->LogicalDpi;
auto dispatcher = Windows::UI::Xaml::Window::Current->CoreWindow->Dispatcher;
// Create a task for rendering that will be run on a background thread.
auto workItemHandler = ref new Windows::System::Threading::WorkItemHandler([this, dispatcher](Windows::Foundation::IAsyncAction ^ action)
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
mOpenGLES->MakeCurrent(mRenderSurface);
GLsizei panelWidth = 0;
GLsizei panelHeight = 0;
GetSwapChainPanelSize(&panelWidth, &panelHeight);
if (m_renderer.get() == nullptr)
if (mRenderer.get() == nullptr)
{
m_renderer = std::make_shared<Cocos2dRenderer>(panelWidth, panelHeight, m_dpi, m_orientation, dispatcher, swapChainPanel);
mRenderer = std::make_shared<Cocos2dRenderer>(panelWidth, panelHeight, mDpi, mOrientation, dispatcher, swapChainPanel);
}
if (m_deviceLost)
{
m_deviceLost = false;
m_renderer->DeviceLost();
}
else
{
m_renderer->Resume();
}
mRenderer->Resume();
while (action->Status == Windows::Foundation::AsyncStatus::Started && !m_deviceLost)
while (action->Status == Windows::Foundation::AsyncStatus::Started)
{
GetSwapChainPanelSize(&panelWidth, &panelHeight);
m_renderer.get()->Draw(panelWidth, panelHeight, m_dpi, m_orientation);
// run on main UI thread
if (m_renderer->AppShouldExit())
if (!mVisible)
{
mRenderer->Pause();
}
// wait until app is visible again or thread is cancelled
while (!mVisible)
{
std::unique_lock<std::mutex> lock(mSleepMutex);
mSleepCondition.wait(lock);
if (action->Status != Windows::Foundation::AsyncStatus::Started)
{
return; // thread was cancelled. Exit thread
}
if (mVisible)
{
mRenderer->Resume();
}
else // spurious wake up
{
continue;
}
}
GetSwapChainPanelSize(&panelWidth, &panelHeight);
mRenderer.get()->Draw(panelWidth, panelHeight, mDpi, mOrientation);
if (mRenderer->AppShouldExit())
{
// run on main UI thread
swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, ref new DispatchedHandler([this]()
{
TerminateApp();
@ -376,17 +387,19 @@ void OpenGLESPage::StartRenderLoop()
return;
}
else if (mOpenGLES->SwapBuffers(mRenderSurface) != GL_TRUE)
EGLBoolean result = GL_FALSE;
{
// The call to eglSwapBuffers might not be successful (i.e. due to Device Lost)
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
result = mOpenGLES->SwapBuffers(mRenderSurface);
}
if (result != GL_TRUE)
{
// The call to eglSwapBuffers was not be successful (i.e. due to Device Lost)
// If the call fails, then we must reinitialize EGL and the GL resources.
m_deviceLost = true;
if (m_renderer)
{
m_renderer->Pause();
}
mRenderer->Pause();
mDeviceLost = true;
// XAML objects like the SwapChainPanel must only be manipulated on the UI thread.
swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::High, ref new Windows::UI::Core::DispatchedHandler([=]()
@ -394,13 +407,28 @@ void OpenGLESPage::StartRenderLoop()
RecoverFromLostDevice();
}, CallbackContext::Any));
return;
}
}
// wait until OpenGL is reset or thread is cancelled
while (mDeviceLost)
{
std::unique_lock<std::mutex> lock(mSleepMutex);
mSleepCondition.wait(lock);
if (m_renderer)
{
m_renderer->Pause();
if (action->Status != Windows::Foundation::AsyncStatus::Started)
{
return; // thread was cancelled. Exit thread
}
if (!mDeviceLost)
{
// restart cocos2d-x
mRenderer->DeviceLost();
}
else // spurious wake up
{
continue;
}
}
}
}
});
@ -413,6 +441,8 @@ void OpenGLESPage::StopRenderLoop()
if (mRenderLoopWorker)
{
mRenderLoopWorker->Cancel();
std::unique_lock<std::mutex> locker(mSleepMutex);
mSleepCondition.notify_one();
mRenderLoopWorker = nullptr;
}
}

View File

@ -21,6 +21,8 @@
#include "OpenGLES.h"
#include "OpenGLESPage.g.h"
#include <memory>
#include <condition_variable>
#include <mutex>
#include "Cocos2dRenderer.h"
@ -51,7 +53,7 @@ namespace cocos2d
void StopRenderLoop();
OpenGLES* mOpenGLES;
std::shared_ptr<cocos2d::Cocos2dRenderer> m_renderer;
std::shared_ptr<cocos2d::Cocos2dRenderer> mRenderer;
Windows::Foundation::Size mSwapChainPanelSize;
Concurrency::critical_section mSwapChainPanelSizeCriticalSection;
@ -64,8 +66,8 @@ namespace cocos2d
Windows::Foundation::IAsyncAction^ mRenderLoopWorker;
// Track user input on a background worker thread.
Windows::Foundation::IAsyncAction^ m_inputLoopWorker;
Windows::UI::Core::CoreIndependentInputSource^ m_coreInput;
Windows::Foundation::IAsyncAction^ mInputLoopWorker;
Windows::UI::Core::CoreIndependentInputSource^ mCoreInput;
// Independent input handling functions.
void OnPointerPressed(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
@ -77,9 +79,12 @@ namespace cocos2d
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
float m_dpi;
bool m_deviceLost;
Windows::Graphics::Display::DisplayOrientations m_orientation;
float mDpi;
bool mDeviceLost;
bool mVisible;
Windows::Graphics::Display::DisplayOrientations mOrientation;
std::mutex mSleepMutex;
std::condition_variable mSleepCondition;
};
}

View File

@ -0,0 +1,12 @@
//
// pch.h
// Header for standard system include files.
//
#pragma once
#include "mozilla\Char16.h"
#include "cocos2d.h"
#include "cocos-ext.h"