lwjgl/src/java/org/lwjgl/test/opengl/multithread/BackgroundLoader.java

219 lines
7.1 KiB
Java

/*
* Copyright (c) 2002-2008 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Created by LWJGL.
* User: spasi
* Date: 2004-03-30
* Time: 8:41:42 pm
*/
package org.lwjgl.test.opengl.multithread;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Drawable;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.opengl.GLSync;
import org.lwjgl.util.Color;
import org.lwjgl.util.ReadableColor;
import java.nio.ByteBuffer;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL32.*;
final class BackgroundLoader {
private static final int WIDTH = 64;
private static final int HEIGHT = 64;
// GPU synchronization
private GLSync fence;
private final DrawableSupplier drawableSupplier;
private Drawable drawable;
private int texID;
private boolean running;
protected BackgroundLoader(DrawableSupplier drawableSupplier) {
this.drawableSupplier = drawableSupplier;
this.running = true;
}
void cleanup() {
running = false;
}
private void uploadTexture(int texID, ByteBuffer texture, boolean useFences) {
glBindTexture(GL_TEXTURE_2D, texID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
if (useFences) {
//while (fence != null) {}
fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
} else {
// Best we can do without fences. This will force rendering on the main thread to happen after we upload the texture.
glFlush();
}
}
void start() throws LWJGLException {
this.drawable = this.drawableSupplier.get();
new Thread(() -> {
System.out.println("-- Background Thread started --");
try {
// Make the shared context current in the worker thread
drawable.makeCurrent();
} catch (LWJGLException e) {
throw new RuntimeException(e);
}
System.out.println("** Drawable created **");
// OpenGL commands from different contexts may be executed in any order. So we need a way to synchronize
final boolean useFences = GLContext.getCapabilities().OpenGL32;
System.out.println("Using fences: " + useFences);
System.out.println("** Sleeping, no texture created yet **");
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
ByteBuffer texture = BufferUtils.createByteBuffer(WIDTH * HEIGHT * 3);
// Create a "dummy" texture while we wait for texture IO
createCheckerTexture(texture, Color.RED, Color.WHITE, 2);
texID = glGenTextures();
uploadTexture(texID, texture, useFences);
System.out.println("** Dummy texture created **");
long avgGenTime = 0L;
long avgUploadTime = 0L;
long lastUploadTime = 0L;
long lastTextureCreated = System.currentTimeMillis(); // Delay first texture creation
int count = 0;
while ( running ) {
/*long time = System.currentTimeMillis();
if (time - lastTextureCreated < 2) { // Update the texture every 5 seconds
continue;
}*/
// Create the "true" texture
long start = System.nanoTime();
if ( count % 2 == 0 ) {
createGradientTexture(texture, Color.RED, Color.BLUE);
} else {
createGradientTexture(texture, Color.GREEN, Color.YELLOW);
}
long elapsed = System.nanoTime() - start;
avgGenTime = (avgGenTime + elapsed) >> 1;
start = System.nanoTime();
uploadTexture(texID, texture, useFences);
lastUploadTime = System.nanoTime() - start;
avgUploadTime = (avgUploadTime + lastUploadTime) >> 1;
//System.out.println("Uploaded texture in " + elapsed + " ns.");
//System.out.println("** Created new gradient texture **");
lastTextureCreated = System.currentTimeMillis();
count++;
}
drawable.destroy();
System.out.println("-- Background Thread finished --");
System.out.println("Generated textures in " + avgGenTime + " ns on average.");
System.out.println("Uploaded textures in " + avgUploadTime + " ns on average.");
System.out.println("Most recently uploaded textures in " + lastUploadTime + " ns.");
}).start();
}
public final int getTexID() {
//lock.lock();
try {
if (fence != null) {
glWaitSync(fence, 0, GL_TIMEOUT_IGNORED);
fence = null;
}
return texID;
} finally {
//lock.unlock();
}
}
private static void createCheckerTexture(ByteBuffer texture, final ReadableColor a, final ReadableColor b, final int size) {
int i = 0;
for ( int y = 0; y < HEIGHT; y++ ) {
for ( int x = 0; x < WIDTH; x++ ) {
ReadableColor c = (x / size) % 2 == 0 ? ((y / size) % 2 == 0 ? a : b) : ((y / size) % 2 == 0 ? b : a);
texture.put(i + 0, c.getRedByte());
texture.put(i + 1, c.getGreenByte());
texture.put(i + 2, c.getBlueByte());
i += 3;
}
}
}
private static void createGradientTexture(ByteBuffer texture, final ReadableColor a, final ReadableColor b) {
float l = 0.0f;
int i = 0;
for ( int y = 0; y < HEIGHT; y++ ) {
for ( int x = 0; x < WIDTH; x++ ) {
texture.put(i + 0, lerp(a.getRed(), b.getRed(), l));
texture.put(i + 1, lerp(a.getGreen(), b.getGreen(), l));
texture.put(i + 2, lerp(a.getBlue(), b.getBlue(), l));
i += 3;
}
l += (1.0f / (HEIGHT - 1));
}
}
private static byte lerp(final int a, final int b, final float l) {
return (byte)Math.round(((1.0f - l) * a + l * b));
}
}