uidriver/glfw: Replace thread usages with mutex usages for performance

Updates #1358
This commit is contained in:
Hajime Hoshi 2020-11-18 19:33:20 +09:00
parent 14070ee153
commit 91b01ff83d

View File

@ -59,27 +59,25 @@ func (i *Input) CursorPosition() (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
var cx, cy int
_ = i.ui.t.Call(func() error {
cx, cy = i.cursorX, i.cursorY
return nil
})
return cx, cy
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.cursorX, i.cursorY
}
func (i *Input) GamepadIDs() []driver.GamepadID {
if !i.ui.isRunning() {
return nil
}
var r []driver.GamepadID
_ = i.ui.t.Call(func() error {
for id, g := range i.gamepads {
if g.valid {
r = append(r, driver.GamepadID(id))
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for id, g := range i.gamepads {
if g.valid {
r = append(r, driver.GamepadID(id))
}
return nil
})
}
return r
}
@ -87,106 +85,94 @@ func (i *Input) GamepadSDLID(id driver.GamepadID) string {
if !i.ui.isRunning() {
return ""
}
var r string
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= int(id) {
return nil
}
r = i.gamepads[id].guid
return nil
})
return r
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return ""
}
return i.gamepads[id].guid
}
func (i *Input) GamepadName(id driver.GamepadID) string {
if !i.ui.isRunning() {
return ""
}
var r string
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= int(id) {
return nil
}
r = i.gamepads[id].name
return nil
})
return r
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return ""
}
return i.gamepads[id].name
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
if !i.ui.isRunning() {
return 0
}
var r int
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= int(id) {
return nil
}
r = i.gamepads[id].axisNum
return nil
})
return r
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].axisNum
}
func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
if !i.ui.isRunning() {
return 0
}
var r float64
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= int(id) {
return nil
}
r = i.gamepads[id].axes[axis]
return nil
})
return r
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].axes[axis]
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
if !i.ui.isRunning() {
return 0
}
var r int
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= int(id) {
return nil
}
r = i.gamepads[id].buttonNum
return nil
})
return r
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].buttonNum
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
if !i.ui.isRunning() {
return false
}
var r bool
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= int(id) {
return nil
}
r = i.gamepads[id].buttonPressed[button]
return nil
})
return r
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return false
}
return i.gamepads[id].buttonPressed[button]
}
func (i *Input) TouchIDs() []driver.TouchID {
if !i.ui.isRunning() {
return nil
}
var ids []driver.TouchID
_ = i.ui.t.Call(func() error {
if len(i.touches) == 0 {
return nil
}
for id := range i.touches {
ids = append(ids, id)
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.touches) == 0 {
return nil
})
}
for id := range i.touches {
ids = append(ids, id)
}
return ids
}
@ -194,99 +180,83 @@ func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
var found bool
var p pos
_ = i.ui.t.Call(func() error {
for tid, pos := range i.touches {
if id == tid {
p = pos
found = true
break
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for tid, pos := range i.touches {
if id == tid {
return pos.X, pos.Y
}
return nil
})
if !found {
return 0, 0
}
return p.X, p.Y
return 0, 0
}
func (i *Input) RuneBuffer() []rune {
if !i.ui.isRunning() {
return nil
}
var r []rune
_ = i.ui.t.Call(func() error {
r = make([]rune, len(i.runeBuffer))
copy(r, i.runeBuffer)
return nil
})
return r
i.ui.m.RLock()
defer i.ui.m.RUnlock()
rs := make([]rune, len(i.runeBuffer))
copy(rs, i.runeBuffer)
return rs
}
func (i *Input) resetForFrame() {
if !i.ui.isRunning() {
return
}
_ = i.ui.t.Call(func() error {
i.runeBuffer = i.runeBuffer[:0]
i.scrollX, i.scrollY = 0, 0
return nil
})
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.runeBuffer = i.runeBuffer[:0]
i.scrollX, i.scrollY = 0, 0
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
if !i.ui.isRunning() {
return false
}
var r bool
_ = i.ui.t.Call(func() error {
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
gk, ok := driverKeyToGLFWKey[key]
if ok && i.keyPressed[gk] {
r = true
return nil
}
return nil
})
return r
i.ui.m.Lock()
defer i.ui.m.Unlock()
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
gk, ok := driverKeyToGLFWKey[key]
return ok && i.keyPressed[gk]
}
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
if !i.ui.isRunning() {
return false
}
var r bool
_ = i.ui.t.Call(func() error {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
i.ui.m.Lock()
defer i.ui.m.Unlock()
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb, b := range glfwMouseButtonToMouseButton {
if b != button {
continue
}
for gb, b := range glfwMouseButtonToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[gb] {
r = true
return nil
}
if i.mouseButtonPressed[gb] {
return true
}
return nil
})
return r
}
return false
}
func (i *Input) Wheel() (xoff, yoff float64) {
if !i.ui.isRunning() {
return 0, 0
}
_ = i.ui.t.Call(func() error {
xoff, yoff = i.scrollX, i.scrollY
return nil
})
return
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.scrollX, i.scrollY
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
@ -295,28 +265,23 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
glfw.MouseButtonMiddle: driver.MouseButtonMiddle,
}
func (i *Input) appendRuneBuffer(char rune) {
// As this function is called from GLFW callbacks, the current thread is main.
if !unicode.IsPrint(char) {
return
}
i.runeBuffer = append(i.runeBuffer, char)
}
func (i *Input) setWheel(xoff, yoff float64) {
// As this function is called from GLFW callbacks, the current thread is main.
i.scrollX = xoff
i.scrollY = yoff
}
// update must be called from the main thread.
func (i *Input) update(window *glfw.Window, context driver.UIContext) {
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.onceCallback.Do(func() {
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
i.appendRuneBuffer(char)
// As this function is called from GLFW callbacks, the current thread is main.
if !unicode.IsPrint(char) {
return
}
i.runeBuffer = append(i.runeBuffer, char)
})
window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
i.setWheel(xoff, yoff)
// As this function is called from GLFW callbacks, the current thread is main.
i.scrollX = xoff
i.scrollY = yoff
})
})
if i.keyPressed == nil {