mirror of https://github.com/axmolengine/axmol.git
Merge pull request #12735 from yangws/issue_11887
Fix bug: Need to replace thread unsafe code from TextureCache::addImageAsync
This commit is contained in:
commit
bd5ae151d9
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@ -61,8 +61,6 @@ TextureCache * TextureCache::getInstance()
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TextureCache::TextureCache()
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: _loadingThread(nullptr)
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, _asyncStructQueue(nullptr)
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, _imageInfoQueue(nullptr)
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, _needQuit(false)
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, _asyncRefCount(0)
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{
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@ -96,6 +94,43 @@ std::string TextureCache::getDescription() const
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return StringUtils::format("<TextureCache | Number of textures = %d>", static_cast<int>(_textures.size()));
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}
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struct TextureCache::AsyncStruct
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{
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public:
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AsyncStruct(const std::string& fn, std::function<void(Texture2D*)> f) : filename(fn), callback(f), loadSuccess(false) {}
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std::string filename;
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std::function<void(Texture2D*)> callback;
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Image image;
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bool loadSuccess;
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};
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/**
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The addImageAsync logic follow the steps:
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- find the image has been add or not, if not add an AsyncStruct to _requestQueue (GL thread)
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- get AsyncStruct from _requestQueue, load res and fill image data to AsyncStruct.image, then add AsyncStruct to _responseQueue (Load thread)
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- on schedule callback, get AsyncStruct from _responseQueue, convert image to texture, then delete AsyncStruct (GL thread)
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the Critical Area include these members:
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- _requestQueue: locked by _requestMutex
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- _responseQueue: locked by _responseMutex
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the object's life time:
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- AsyncStruct: construct and destruct in GL thread
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- image data: new in Load thread, delete in GL thread(by Image instance)
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Note:
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- all AsyncStruct referenced in _asyncStructQueue, for unbind function use.
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How to deal add image many times?
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- At first, this situation is abnormal, we only ensure the logic is correct.
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- If the image has been loaded, the after load image call will return immediately.
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- If the image request is in queue already, there will be have more than one request in queue,
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- In addImageAsyncCallback, will deduplacated the request to ensure only create one texture.
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Does process all response in addImageAsyncCallback consume more time?
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- Convert image to texture faster than load image from disk, so this isn't a problem.
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*/
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void TextureCache::addImageAsync(const std::string &path, const std::function<void(Texture2D*)>& callback)
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{
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Texture2D *texture = nullptr;
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@ -119,14 +154,10 @@ void TextureCache::addImageAsync(const std::string &path, const std::function<vo
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}
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// lazy init
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if (_asyncStructQueue == nullptr)
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{
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_asyncStructQueue = new (std::nothrow) deque<AsyncStruct*>();
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_imageInfoQueue = new (std::nothrow) deque<ImageInfo*>();
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if (_loadingThread == nullptr)
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{
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// create a new thread to load images
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_loadingThread = new std::thread(&TextureCache::loadImage, this);
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_needQuit = false;
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}
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@ -139,213 +170,152 @@ void TextureCache::addImageAsync(const std::string &path, const std::function<vo
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// generate async struct
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AsyncStruct *data = new (std::nothrow) AsyncStruct(fullpath, callback);
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// add async struct into queue
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_asyncMutex.lock();
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_asyncStructQueue->push_back(data);
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_asyncMutex.unlock();
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_asyncStructQueue.push_back(data);
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_requestMutex.lock();
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_requestQueue.push_back(data);
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_requestMutex.unlock();
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_sleepCondition.notify_one();
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}
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void TextureCache::unbindImageAsync(const std::string& filename)
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{
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if (_asyncStructQueue.empty())
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{
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return;
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}
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std::string fullpath = FileUtils::getInstance()->fullPathForFilename(filename);
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_asyncMutex.lock();
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if (_asyncStructQueue && !_asyncStructQueue->empty())
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for (auto it = _asyncStructQueue.begin(); it != _asyncStructQueue.end(); ++it)
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{
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for (auto it = _asyncStructQueue->begin(); it != _asyncStructQueue->end(); ++it)
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{
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if ((*it)->filename == fullpath)
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{
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(*it)->callback = nullptr;
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}
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}
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}
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if (_imageInfoQueue && !_imageInfoQueue->empty())
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{
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for (auto it = _imageInfoQueue->begin(); it != _imageInfoQueue->end(); ++it)
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{
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if ((*it)->asyncStruct->filename == fullpath)
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{
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(*it)->asyncStruct->callback = nullptr;
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}
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}
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}
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_asyncMutex.unlock();
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}
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void TextureCache::unbindAllImageAsync()
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{
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_asyncMutex.lock();
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if (_asyncStructQueue && !_asyncStructQueue->empty())
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{
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for (auto it = _asyncStructQueue->begin(); it != _asyncStructQueue->end(); ++it)
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if ((*it)->filename == fullpath)
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{
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(*it)->callback = nullptr;
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}
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}
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if (_imageInfoQueue && !_imageInfoQueue->empty())
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}
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void TextureCache::unbindAllImageAsync()
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{
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if (_asyncStructQueue.empty())
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{
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for (auto it = _imageInfoQueue->begin(); it != _imageInfoQueue->end(); ++it)
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{
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(*it)->asyncStruct->callback = nullptr;
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}
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return;
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}
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for (auto it = _asyncStructQueue.begin(); it != _asyncStructQueue.end(); ++it)
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{
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(*it)->callback = nullptr;
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}
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_asyncMutex.unlock();
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}
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void TextureCache::loadImage()
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{
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AsyncStruct *asyncStruct = nullptr;
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while (true)
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std::mutex signalMutex;
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std::unique_lock<std::mutex> signal(signalMutex);
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while (!_needQuit)
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{
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_asyncMutex.lock();
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if (_asyncStructQueue->empty())
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// pop an AsyncStruct from request queue
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_requestMutex.lock();
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if(_requestQueue.empty())
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{
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_asyncMutex.unlock();
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if (_needQuit) {
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break;
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}
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else {
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std::unique_lock<std::mutex> lk(_sleepMutex);
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_sleepCondition.wait(lk);
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continue;
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}
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asyncStruct = nullptr;
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}else
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{
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asyncStruct = _requestQueue.front();
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_requestQueue.pop_front();
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}
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else
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{
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asyncStruct = _asyncStructQueue->front();
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_asyncMutex.unlock();
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}
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Image *image = nullptr;
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bool generateImage = false;
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auto it = _textures.find(asyncStruct->filename);
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if( it == _textures.end() )
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{
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ImageInfo *imageInfo;
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size_t pos = 0;
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_asyncMutex.lock();
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size_t infoSize = _imageInfoQueue->size();
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for (; pos < infoSize; pos++)
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{
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imageInfo = (*_imageInfoQueue)[pos];
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if(imageInfo->asyncStruct->filename.compare(asyncStruct->filename) == 0)
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break;
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}
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_asyncMutex.unlock();
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if(infoSize == 0 || pos == infoSize)
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generateImage = true;
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_requestMutex.unlock();
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if (nullptr == asyncStruct) {
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_sleepCondition.wait(signal);
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continue;
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}
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// load image
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asyncStruct->loadSuccess = asyncStruct->image.initWithImageFileThreadSafe(asyncStruct->filename);
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if (generateImage)
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{
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const std::string& filename = asyncStruct->filename;
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// generate image
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image = new (std::nothrow) Image();
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if (image && !image->initWithImageFileThreadSafe(filename))
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{
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CC_SAFE_RELEASE(image);
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CCLOG("can not load %s", filename.c_str());
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_asyncMutex.lock();
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_asyncStructQueue->pop_front();
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_asyncMutex.unlock();
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continue;
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}
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}
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// generate image info
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ImageInfo *imageInfo = new (std::nothrow) ImageInfo();
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imageInfo->asyncStruct = asyncStruct;
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imageInfo->image = image;
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// put the image info into the queue
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_asyncMutex.lock();
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_asyncStructQueue->pop_front();
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_imageInfoQueue->push_back(imageInfo);
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_asyncMutex.unlock();
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}
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if(_asyncStructQueue != nullptr)
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{
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delete _asyncStructQueue;
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_asyncStructQueue = nullptr;
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delete _imageInfoQueue;
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_imageInfoQueue = nullptr;
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// push the asyncStruct to response queue
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_responseMutex.lock();
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_responseQueue.push_back(asyncStruct);
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_responseMutex.unlock();
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}
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}
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void TextureCache::addImageAsyncCallBack(float dt)
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{
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// the image is generated in loading thread
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std::deque<ImageInfo*> *imagesQueue = _imageInfoQueue;
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_asyncMutex.lock();
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if (imagesQueue->empty())
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Texture2D *texture = nullptr;
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AsyncStruct *asyncStruct = nullptr;
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while (true)
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{
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_asyncMutex.unlock();
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}
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else
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{
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ImageInfo *imageInfo = imagesQueue->front();
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imagesQueue->pop_front();
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_asyncMutex.unlock();
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AsyncStruct *asyncStruct = imageInfo->asyncStruct;
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Image *image = imageInfo->image;
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const std::string& filename = asyncStruct->filename;
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Texture2D *texture = nullptr;
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if (image)
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// pop an AsyncStruct from response queue
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_responseMutex.lock();
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if(_responseQueue.empty())
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{
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// generate texture in render thread
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texture = new (std::nothrow) Texture2D();
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texture->initWithImage(image);
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//parse 9-patch info
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this->parseNinePatchImage(image, texture, filename);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// cache the texture file name
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VolatileTextureMgr::addImageTexture(texture, filename);
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#endif
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// cache the texture. retain it, since it is added in the map
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_textures.insert( std::make_pair(filename, texture) );
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texture->retain();
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texture->autorelease();
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asyncStruct = nullptr;
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}else
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{
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asyncStruct = _responseQueue.front();
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_responseQueue.pop_front();
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// the asyncStruct's sequence order in _asyncStructQueue must equal to the order in _responseQueue
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CC_ASSERT(asyncStruct == _asyncStructQueue.front());
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_asyncStructQueue.pop_front();
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}
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_responseMutex.unlock();
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if (nullptr == asyncStruct) {
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break;
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}
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// check the image has been convert to texture or not
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auto it = _textures.find(asyncStruct->filename);
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if(it != _textures.end())
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{
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texture = it->second;
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}
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else
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{
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auto it = _textures.find(asyncStruct->filename);
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if(it != _textures.end())
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texture = it->second;
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// convert image to texture
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if (asyncStruct->loadSuccess)
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{
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Image* image = &(asyncStruct->image);
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// generate texture in render thread
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texture = new (std::nothrow) Texture2D();
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texture->initWithImage(image);
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//parse 9-patch info
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this->parseNinePatchImage(image, texture, asyncStruct->filename);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// cache the texture file name
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VolatileTextureMgr::addImageTexture(texture, asyncStruct->filename);
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#endif
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// cache the texture. retain it, since it is added in the map
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_textures.insert( std::make_pair(asyncStruct->filename, texture) );
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texture->retain();
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texture->autorelease();
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} else {
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texture = nullptr;
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CCLOG("cocos2d: failed to call TextureCache::addImageAsync(%s)", asyncStruct->filename.c_str());
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}
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}
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// call callback function
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if (asyncStruct->callback)
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{
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asyncStruct->callback(texture);
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(asyncStruct->callback)(texture);
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}
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if(image)
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{
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image->release();
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}
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delete asyncStruct;
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delete imageInfo;
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// release the asyncStruct
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delete asyncStruct;
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--_asyncRefCount;
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if (0 == _asyncRefCount)
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{
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Director::getInstance()->getScheduler()->unschedule(CC_SCHEDULE_SELECTOR(TextureCache::addImageAsyncCallBack), this);
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}
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}
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if (0 == _asyncRefCount)
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{
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Director::getInstance()->getScheduler()->unschedule(CC_SCHEDULE_SELECTOR(TextureCache::addImageAsyncCallBack), this);
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}
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}
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@ -209,30 +209,18 @@ private:
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void loadImage();
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void parseNinePatchImage(Image* image, Texture2D* texture, const std::string& path);
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public:
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struct AsyncStruct
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{
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public:
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AsyncStruct(const std::string& fn, std::function<void(Texture2D*)> f) : filename(fn), callback(f) {}
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std::string filename;
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std::function<void(Texture2D*)> callback;
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};
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protected:
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typedef struct _ImageInfo
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{
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AsyncStruct *asyncStruct;
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Image *image;
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} ImageInfo;
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struct AsyncStruct;
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std::thread* _loadingThread;
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std::deque<AsyncStruct*>* _asyncStructQueue;
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std::deque<ImageInfo*>* _imageInfoQueue;
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std::deque<AsyncStruct*> _asyncStructQueue;
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std::deque<AsyncStruct*> _requestQueue;
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std::deque<AsyncStruct*> _responseQueue;
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std::mutex _asyncMutex;
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std::mutex _sleepMutex;
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std::mutex _requestMutex;
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std::mutex _responseMutex;
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std::condition_variable _sleepCondition;
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bool _needQuit;
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