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[英]Asynchronous texture loading and sharegroups in OpenGL ES 2.0 and iOS
[英]Asynchronous texture loading iPhone OpenGL ES 2
我正在創建和加載大量紋理(由字符串組成)。 為了使動畫順利運行,我將工作卸載到單獨的工作線程。 它似乎或多或少地按照我想要的方式工作,但在舊設備(iPhone 3GS)上,我有時會注意到很長(1秒)的延遲。 它有時只會發生。 現在我想知道我是否正確地做了這個或者是否存在任何概念問題。 我粘貼下面的源代碼。
我還要提一下,我不想使用GLKit TextureLoader,因為我還想將紋理生成工作卸載到另一個線程,而不僅僅是加載部分。
如果你想知道我需要這些紋理,看看這個視頻:http: //youtu.be/U03p4ZhLjvY?hd = 1
NSLock* _textureLock;
NSMutableDictionary* _texturesWithString;
NSMutableArray* _texturesWithStringLoading;
// This is called when I request a new texture from the drawing routine.
// If this function returns 0, it means the texture is not ready and Im not displaying it.
-(unsigned int)getTextureWithString:(NSString*)string {
Texture2D* _texture = [_texturesWithString objectForKey:string];
if (_texture==nil){
if (![_texturesWithStringLoading containsObject:string]){
[_texturesWithStringLoading addObject:string];
NSDictionary* dic = [[NSDictionary alloc] initWithObjectsAndKeys:string,@"string", nil];
NSThread* thread = [[NSThread alloc] initWithTarget:self selector:@selector(loadTextureWithDictionary:)object:dic];
thread.threadPriority = 0.01;
[thread start];
[thread release];
}
return 0;
}
return _texture.name;
}
// This is executed on a separate worker thread.
// The lock makes sure that there are not hundreds of separate threads all creating a texture at the same time and therefore slowing everything down.
// There must be a smarter way of doing that. Please let me know if you know how! ;-)
-(void)loadTextureWithOptions:(NSDictionary*)_dic{
[_textureLock lock];
EAGLContext* context = [[SharegroupManager defaultSharegroup] getNewContext];
[EAGLContext setCurrentContext: context];
NSString* string = [_dic objectForKey:@"string"];
Texture2D* _texture = [[Texture2D alloc] initWithStringModified:string];
if (_texture!=nil) {
NSDictionary* _newdic = [[NSDictionary alloc] initWithObjectsAndKeys:_texture,@"texture",string,@"string", nil];
[self performSelectorOnMainThread:@selector(doneLoadingTexture:) withObject:_newdic waitUntilDone:NO];
[_newdic release];
[_texture release];
}
[EAGLContext setCurrentContext: nil];
[context release];
[_textureLock unlock];
}
// This callback is executed on the main thread and marks adds the texture to the texture cache.
-(void)doneLoadingTextureWithDictionary:(NSDictionary*)_dic{
[_texturesWithString setValue:[_dic objectForKey:@"texture"] forKey:[_dic objectForKey:@"string"]];
[_texturesWithStringLoading removeObject:[_dic objectForKey:@"string"]];
}
問題是同時啟動了太多線程。 現在我使用的是NSOperationQueue
而不是NSThreads
。 這允許我設置maxConcurrentOperationCount
並且只運行一個額外的后台線程來執行紋理加載。
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