X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fanimated-vector-image%2Fvector-rasterize-thread.cpp;h=543ca0df8a075f243b93332cff94e742b9efb89a;hp=49477eaae6d686dec684a4c137d6ce619cd5a65f;hb=71246d76250be34fc60950da4eb5d7bf6241c740;hpb=46a27bd33d7dc6ef7844b63399dbdfcb2ebb55d7 diff --git a/dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.cpp b/dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.cpp index 49477ea..543ca0d 100644 --- a/dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.cpp +++ b/dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.cpp @@ -22,8 +22,8 @@ #include #include #include - -// INTERNAL INCLUDES +#include +#include namespace Dali { @@ -38,23 +38,34 @@ namespace { constexpr auto LOOP_FOREVER = -1; +constexpr auto NANOSECONDS_PER_SECOND( 1e+9 ); #if defined(DEBUG_ENABLED) Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" ); #endif +inline void ResetToStart( bool& updated, uint32_t& value, uint32_t startValue, ConditionalWait& conditionalWait ) +{ + ConditionalWait::ScopedLock lock( conditionalWait ); + if( !updated ) + { + value = startValue; + } +} + } // unnamed namespace VectorRasterizeThread::VectorRasterizeThread( const std::string& url ) : mUrl( url ), mVectorRenderer(), mConditionalWait(), - mMutex(), mResourceReadyTrigger(), mAnimationFinishedTrigger(), mPlayRange( 0.0f, 1.0f ), mPlayState( DevelImageVisual::PlayState::STOPPED ), + mFrameDurationNanoSeconds( 0 ), mProgress( 0.0f ), + mFrameRate( 60.0f ), mCurrentFrame( 0 ), mTotalFrame( 0 ), mStartFrame( 0 ), @@ -66,9 +77,10 @@ VectorRasterizeThread::VectorRasterizeThread( const std::string& url ) mNeedRender( false ), mDestroyThread( false ), mResourceReady( false ), + mCurrentFrameUpdated( false ), mLogFactory( Dali::Adaptor::Get().GetLogFactory() ) { - mVectorRenderer = VectorAnimationRenderer::New( mUrl ); + Initialize(); } VectorRasterizeThread::~VectorRasterizeThread() @@ -93,13 +105,12 @@ void VectorRasterizeThread::Run() SetThreadName( "VectorImageThread" ); mLogFactory.InstallLogFunction(); - //TODO: check the return value - StartRender(); - - while( IsThreadReady() ) + while( !mDestroyThread ) { Rasterize(); } + + DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Run: End of thread\n" ); } void VectorRasterizeThread::SetRenderer( Renderer renderer ) @@ -130,6 +141,7 @@ void VectorRasterizeThread::SetSize( uint32_t width, uint32_t height ) void VectorRasterizeThread::PlayAnimation() { ConditionalWait::ScopedLock lock( mConditionalWait ); + if( mPlayState != DevelImageVisual::PlayState::PLAYING ) { mPlayState = DevelImageVisual::PlayState::PLAYING; @@ -146,9 +158,8 @@ void VectorRasterizeThread::StopAnimation() { mPlayState = DevelImageVisual::PlayState::STOPPED; - // Reset the current frame and the current loop mCurrentFrame = mStartFrame; - mCurrentLoop = 0; + mCurrentFrameUpdated = true; DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" ); } @@ -198,8 +209,7 @@ void VectorRasterizeThread::SetLoopCount( int32_t count ) mLoopCount = count; - // Reset progress - mCurrentLoop = 0; + DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopCount: [%d]\n", count ); } } @@ -226,25 +236,26 @@ void VectorRasterizeThread::SetPlayRange( Vector2 range ) mPlayRange = orderedRange; - if( mTotalFrame != 0 ) - { - mStartFrame = static_cast< uint32_t >( mPlayRange.x * mTotalFrame + 0.5f ); - mEndFrame = static_cast< uint32_t >( mPlayRange.y * mTotalFrame + 0.5f ); + mStartFrame = static_cast< uint32_t >( mPlayRange.x * mTotalFrame + 0.5f ); + mEndFrame = static_cast< uint32_t >( mPlayRange.y * mTotalFrame + 0.5f ); - // If the current frame is out of the range, change the current frame also. - if( mStartFrame > mCurrentFrame ) - { - mCurrentFrame = mStartFrame; + // If the current frame is out of the range, change the current frame also. + if( mStartFrame > mCurrentFrame ) + { + mCurrentFrame = mStartFrame; - mResourceReady = false; - } - else if( mEndFrame < mCurrentFrame ) - { - mCurrentFrame = mEndFrame; + mCurrentFrameUpdated = true; + mResourceReady = false; + } + else if( mEndFrame < mCurrentFrame ) + { + mCurrentFrame = mEndFrame; - mResourceReady = false; - } + mCurrentFrameUpdated = true; + mResourceReady = false; } + + DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetPlayRange: [%d, %d]\n", mStartFrame, mEndFrame ); } } } @@ -262,10 +273,8 @@ void VectorRasterizeThread::SetCurrentProgress( float progress ) { mProgress = progress; - if( mTotalFrame != 0 ) - { - mCurrentFrame = static_cast< uint32_t >( mTotalFrame * progress + 0.5f ); - } + mCurrentFrame = static_cast< uint32_t >( mTotalFrame * progress + 0.5f ); + mCurrentFrameUpdated = true; mResourceReady = false; @@ -278,6 +287,11 @@ float VectorRasterizeThread::GetCurrentProgress() const return ( static_cast< float >( mCurrentFrame ) / static_cast< float >( mTotalFrame ) ); } +void VectorRasterizeThread::GetDefaultSize( uint32_t& width, uint32_t& height ) const +{ + mVectorRenderer.GetDefaultSize( width, height ); +} + DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const { return mPlayState; @@ -288,25 +302,9 @@ bool VectorRasterizeThread::IsResourceReady() const return mResourceReady; } -bool VectorRasterizeThread::IsThreadReady() -{ - ConditionalWait::ScopedLock lock( mConditionalWait ); - - if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread ) - { - DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::IsThreadReady: Wait\n" ); - - mConditionalWait.Wait( lock ); - } - - // Keep the thread alive if this thread is NOT to be destroyed - return !mDestroyThread; -} - -bool VectorRasterizeThread::StartRender() +void VectorRasterizeThread::Initialize() { - //TODO: check the return value - mVectorRenderer.StartRender(); + mVectorRenderer = VectorAnimationRenderer::New( mUrl ); mTotalFrame = mVectorRenderer.GetTotalFrameNumber(); @@ -315,71 +313,103 @@ bool VectorRasterizeThread::StartRender() mCurrentFrame = std::max( static_cast< uint32_t >( mTotalFrame * mProgress + 0.5f ), mStartFrame ); - DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StartRender: Renderer is started [%d (%d, %d)]\n", mTotalFrame, mStartFrame, mEndFrame ); + mFrameRate = mVectorRenderer.GetFrameRate(); + mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate; + + uint32_t width, height; + mVectorRenderer.GetDefaultSize( width, height ); - return true; + SetSize( width, height ); + + DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Initialize: file = %s [%d frames, %f fps]\n", mUrl.c_str(), mTotalFrame, mFrameRate ); } void VectorRasterizeThread::Rasterize() { - DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: [%d]\n", mCurrentFrame ); - - bool needRender, resourceReady; + bool resourceReady; + uint32_t currentFrame, startFrame, endFrame; + int32_t loopCount; + DevelImageVisual::PlayState playState; { ConditionalWait::ScopedLock lock( mConditionalWait ); - needRender = mNeedRender; + + if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread ) + { + DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait\n" ); + + if( mPlayState == DevelImageVisual::PlayState::STOPPED ) + { + // Reset the current loop + mCurrentLoop = 0; + } + mConditionalWait.Wait( lock ); + } + resourceReady = mResourceReady; + currentFrame = mCurrentFrame++; + startFrame = mStartFrame; + endFrame = mEndFrame; + loopCount = mLoopCount; + playState = mPlayState; + + mNeedRender = false; + mResourceReady = true; + mCurrentFrameUpdated = false; } + auto currentFrameStartTime = std::chrono::system_clock::now(); + // Rasterize - mVectorRenderer.Render( mCurrentFrame ); + mVectorRenderer.Render( currentFrame ); - if( mPlayState == DevelImageVisual::PlayState::PLAYING ) + if( playState == DevelImageVisual::PlayState::PLAYING ) { - if( ++mCurrentFrame >= mEndFrame ) + if( currentFrame >= endFrame ) { - if( mLoopCount < 0 ) + if( loopCount < 0 ) { // repeat forever - mCurrentFrame = mStartFrame; + ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it. } else { mCurrentLoop++; - if( mCurrentLoop >= mLoopCount ) + if( mCurrentLoop >= loopCount ) { - // Animation is finished mPlayState = DevelImageVisual::PlayState::STOPPED; - // Reset the current frame and the current loop - mCurrentFrame = mStartFrame; - mCurrentLoop = 0; + ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); + // Animation is finished mAnimationFinishedTrigger->Trigger(); DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished\n" ); } else { - mCurrentFrame = mStartFrame; + ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); } } } } - if( needRender ) - { - mNeedRender = false; - } - if( !resourceReady ) { DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger\n" ); mResourceReadyTrigger->Trigger(); - mResourceReady = true; } + + auto timeToSleepUntil = currentFrameStartTime + std::chrono::nanoseconds( mFrameDurationNanoSeconds ); + +#if defined(DEBUG_ENABLED) + auto sleepDuration = std::chrono::duration_cast< std::chrono::milliseconds >( timeToSleepUntil - std::chrono::system_clock::now() ); + + DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: [current = %d, sleep duration = %lld]\n", currentFrame, sleepDuration.count() ); +#endif + + std::this_thread::sleep_until( timeToSleepUntil ); } } // namespace Internal