231 lines
6.8 KiB
Kotlin
231 lines
6.8 KiB
Kotlin
/*************************************************************************/
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/* VkThread.kt */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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@file:JvmName("VkThread")
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package org.godotengine.godot.vulkan
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import android.util.Log
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import java.util.concurrent.locks.ReentrantLock
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import kotlin.concurrent.withLock
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/**
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* Thread implementation for the [VkSurfaceView] onto which the vulkan logic is ran.
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*
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* The implementation is modeled after [android.opengl.GLSurfaceView]'s GLThread.
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*/
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internal class VkThread(private val vkSurfaceView: VkSurfaceView, private val vkRenderer: VkRenderer) : Thread(TAG) {
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companion object {
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private val TAG = VkThread::class.java.simpleName
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}
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/**
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* Used to run events scheduled on the thread.
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*/
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private val eventQueue = ArrayList<Runnable>()
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/**
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* Used to synchronize interaction with other threads (e.g: main thread).
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*/
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private val lock = ReentrantLock()
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private val lockCondition = lock.newCondition()
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private var shouldExit = false
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private var exited = false
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private var rendererInitialized = false
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private var rendererResumed = false
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private var resumed = false
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private var hasSurface = false
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private var width = 0
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private var height = 0
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/**
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* Determine when drawing can occur on the thread. This usually occurs after the
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* [android.view.Surface] is available, the app is in a resumed state.
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*/
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private val readyToDraw
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get() = hasSurface && resumed
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private fun threadExiting() {
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lock.withLock {
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exited = true
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lockCondition.signalAll()
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}
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}
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/**
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* Queue an event on the [VkThread].
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*/
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fun queueEvent(event: Runnable) {
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lock.withLock {
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eventQueue.add(event)
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lockCondition.signalAll()
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}
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}
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/**
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* Request the thread to exit and block until it's done.
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*/
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fun blockingExit() {
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lock.withLock {
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shouldExit = true
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lockCondition.signalAll()
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while (!exited) {
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try {
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Log.i(TAG, "Waiting on exit for $name")
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lockCondition.await()
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} catch (ex: InterruptedException) {
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currentThread().interrupt()
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}
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}
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}
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}
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/**
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* Invoked when the app resumes.
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*/
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fun onResume() {
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lock.withLock {
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resumed = true
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lockCondition.signalAll()
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}
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}
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/**
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* Invoked when the app pauses.
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*/
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fun onPause() {
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lock.withLock {
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resumed = false
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lockCondition.signalAll()
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}
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}
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/**
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* Invoked when the [android.view.Surface] has been created.
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*/
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fun onSurfaceCreated() {
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// This is a no op because surface creation will always be followed by surfaceChanged()
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// which provide all the needed information.
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}
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/**
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* Invoked following structural updates to [android.view.Surface].
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*/
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fun onSurfaceChanged(width: Int, height: Int) {
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lock.withLock {
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hasSurface = true
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this.width = width
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this.height = height
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lockCondition.signalAll()
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}
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}
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/**
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* Invoked when the [android.view.Surface] is no longer available.
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*/
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fun onSurfaceDestroyed() {
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lock.withLock {
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hasSurface = false
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lockCondition.signalAll()
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}
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}
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/**
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* Thread loop modeled after [android.opengl.GLSurfaceView]'s GLThread.
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*/
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override fun run() {
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try {
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while (true) {
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var event: Runnable? = null
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lock.withLock {
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while (true) {
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// Code path for exiting the thread loop.
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if (shouldExit) {
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vkRenderer.onVkDestroy()
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return
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}
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// Check for events and execute them outside of the loop if found to avoid
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// blocking the thread lifecycle by holding onto the lock.
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if (eventQueue.isNotEmpty()) {
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event = eventQueue.removeAt(0)
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break;
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}
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if (readyToDraw) {
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if (!rendererResumed) {
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rendererResumed = true
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vkRenderer.onVkResume()
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if (!rendererInitialized) {
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rendererInitialized = true
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vkRenderer.onVkSurfaceCreated(vkSurfaceView.holder.surface)
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}
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vkRenderer.onVkSurfaceChanged(vkSurfaceView.holder.surface, width, height)
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}
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// Break out of the loop so drawing can occur without holding onto the lock.
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break;
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} else if (rendererResumed) {
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// If we aren't ready to draw but are resumed, that means we either lost a surface
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// or the app was paused.
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rendererResumed = false
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vkRenderer.onVkPause()
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}
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// We only reach this state if we are not ready to draw and have no queued events, so
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// we wait.
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// On state change, the thread will be awoken using the [lock] and [lockCondition], and
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// we will resume execution.
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lockCondition.await()
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}
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}
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// Run queued event.
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if (event != null) {
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event?.run()
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continue
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}
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// Draw only when there no more queued events.
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vkRenderer.onVkDrawFrame()
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}
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} catch (ex: InterruptedException) {
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Log.i(TAG, "InterruptedException", ex)
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} catch (ex: IllegalStateException) {
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Log.i(TAG, "IllegalStateException", ex)
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} finally {
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threadExiting()
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}
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}
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}
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