/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2024, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #define USE_THREADED_SKELETON_UPDATE #define USE_THREADED_ANIMATION_UPDATE // requires USE_THREADED_SKELETON_UPDATE enabled #define READ_VOLATILE_ONCE #if UNITY_2017_3_OR_NEWER #define ENABLE_THREAD_PROFILING #endif #define DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS // enabled improves performance a bit. //#define RUN_ALL_ON_MAIN_THREAD // for profiling comparison only //#define RUN_NO_ANIMATION_UPDATE_ON_MAIN_THREAD // actual configuration option. depends, measured slightly better when disabled. #define RUN_NO_SKELETON_LATEUPDATE_ON_MAIN_THREAD // actual configuration option, recommended enabled #if NET_4_6 #define HAS_MANUAL_RESET_EVENT_SLIM #endif #if USE_THREADED_SKELETON_UPDATE using System; using System.Collections.Generic; using System.Threading; using UnityEngine; #if ENABLE_THREAD_PROFILING using UnityEngine.Profiling; #endif #if HAS_MANUAL_RESET_EVENT_SLIM using ResetEvent = System.Threading.ManualResetEventSlim; #else using ResetEvent = System.Threading.ManualResetEvent; #endif namespace Spine.Unity { using WorkerPool = LockFreeWorkerPool; using WorkerPoolTask = LockFreeWorkerPool.Task; [DefaultExecutionOrder(0)] public class SkeletonUpdateSystem : MonoBehaviour { private static SkeletonUpdateSystem singletonInstance; const int TimeoutIterationCount = 10000; public static SkeletonUpdateSystem Instance { get { if (singletonInstance == null) { singletonInstance = FindObjectOfType(); if (singletonInstance == null) { GameObject singletonGameObject = new GameObject("SkeletonUpdateSystem"); singletonInstance = singletonGameObject.AddComponent(); DontDestroyOnLoad(singletonGameObject); singletonGameObject.hideFlags = HideFlags.DontSave; } } return singletonInstance; } } private void Awake () { if (singletonInstance == null) { singletonInstance = this; DontDestroyOnLoad(gameObject); } if (singletonInstance != null && singletonInstance != this) { Debug.LogWarning("Multiple SkeletonUpdateSystem singleton GameObjects found! " + "Don't manually add SkeletonUpdateSystem to each scene, it is created automatically when needed."); Destroy(gameObject); } } private void OnDestroy () { if (singletonInstance == this) singletonInstance = null; } public static int SkeletonSortComparer (ISkeletonRenderer first, ISkeletonRenderer second) { SkeletonDataAsset firstDataAsset = first.SkeletonDataAsset; SkeletonDataAsset secondDataAsset = second.SkeletonDataAsset; if (firstDataAsset == null) return secondDataAsset == null ? 0 : -1; else if (secondDataAsset == null) return 1; else return firstDataAsset.GetHashCode() - secondDataAsset.GetHashCode(); } public static int SkeletonSortComparer (SkeletonAnimationBase first, SkeletonAnimationBase second) { SkeletonDataAsset firstDataAsset = first.SkeletonDataAsset; SkeletonDataAsset secondDataAsset = second.SkeletonDataAsset; if (firstDataAsset == null) return secondDataAsset == null ? 0 : -1; else if (secondDataAsset == null) return 1; else return firstDataAsset.GetHashCode() - secondDataAsset.GetHashCode(); } public static readonly Comparison SkeletonRendererComparer = SkeletonSortComparer; public static readonly Comparison SkeletonAnimationComparer = SkeletonSortComparer; public struct SkeletonUpdateRange { public int rangeStart; public int rangeEndExclusive; public int frameCount; public float deltaTime; public UpdateTiming updateTiming; } public List skeletonAnimationsUpdate = new List(); public List skeletonAnimationsFixedUpdate = new List(); public List skeletonAnimationsLateUpdate = new List(); public List skeletonRenderers = new List(); WorkerPoolTask[] genericSkeletonTasks = null; public WorkerPool workerPool; public List updateDone = new List(4); public List lateUpdateDone = new List(4); #if DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS protected int[] rendererStartIndex; protected int[] rendererEndIndexExclusive; volatile protected int[] skeletonsLateUpdatedAtThread; protected int[] mainThreadProcessed; public AutoResetEvent lateUpdateWorkAvailable; #endif protected Exception[] exceptions; protected UnityEngine.Object[] exceptionObjects; volatile protected int numExceptionsSet = 0; protected int usedThreadCount = -1; public void DeferredLogException(Exception exc, UnityEngine.Object context, int threadIndex) { exceptions[threadIndex] = exc; exceptionObjects[threadIndex] = context; numExceptionsSet++; } protected bool mainThreadUpdateCallbacks = true; protected CoroutineIterator[] splitUpdateMethod = null; protected bool sortSkeletonRenderers = false; protected bool sortSkeletonAnimations = false; int UsedThreadCount { get { if (usedThreadCount < 0) { usedThreadCount = Environment.ProcessorCount; } return usedThreadCount; } set { usedThreadCount = value; } } /// /// Enable to issue update callbacks (e.g. ) always from the /// main thread, at the cost of splitting overhead switching between main and worker thread. /// Disable to allow update callbacks from worker threads without splitting execution. /// public bool MainThreadUpdateCallbacks { set { mainThreadUpdateCallbacks = value; } get { return mainThreadUpdateCallbacks; } } /// /// Optimization setting. Enable to group ISkeletonRenderers by type (by SkeletonDataAsset) for mesh updates. /// Potentially allows for better cache locality, however this may be detrimental if skeleton types vary in /// complexity. /// public bool GroupRenderersBySkeletonType { set { sortSkeletonRenderers = value; } get { return sortSkeletonRenderers; } } /// /// Optimization setting. Enable to group skeletons to be animated by type (by SkeletonDataAsset). /// Potentially allows for better cache locality, however this may be detrimental if skeleton types vary in /// complexity. /// public bool GroupAnimationBySkeletonType { set { sortSkeletonAnimations = value; } get { return sortSkeletonAnimations; } } #if USE_THREADED_ANIMATION_UPDATE public void RegisterForUpdate (UpdateTiming updateTiming, SkeletonAnimationBase skeletonAnimation) { skeletonAnimation.IsUpdatedExternally = true; var skeletonAnimations = skeletonAnimationsUpdate; if (updateTiming == UpdateTiming.InFixedUpdate) skeletonAnimations = skeletonAnimationsFixedUpdate; else if (updateTiming == UpdateTiming.InLateUpdate) skeletonAnimations = skeletonAnimationsLateUpdate; if (skeletonAnimations.Contains(skeletonAnimation)) return; skeletonAnimations.Add(skeletonAnimation); } public void UnregisterFromUpdate (UpdateTiming updateTiming, SkeletonAnimationBase skeletonAnimation) { var skeletonAnimations = skeletonAnimationsUpdate; if (updateTiming == UpdateTiming.InFixedUpdate) skeletonAnimations = skeletonAnimationsFixedUpdate; else if (updateTiming == UpdateTiming.InLateUpdate) skeletonAnimations = skeletonAnimationsLateUpdate; skeletonAnimations.Remove(skeletonAnimation); skeletonAnimation.IsUpdatedExternally = false; } #endif public void RegisterForUpdate (ISkeletonRenderer renderer) { renderer.IsUpdatedExternally = true; if (skeletonRenderers.Contains(renderer)) return; skeletonRenderers.Add(renderer); } public void UnregisterFromUpdate (ISkeletonRenderer renderer) { skeletonRenderers.Remove(renderer); renderer.IsUpdatedExternally = false; } #if USE_THREADED_ANIMATION_UPDATE public void Update () { if (skeletonAnimationsUpdate.Count > 0) UpdateAsync(skeletonAnimationsUpdate, UpdateTiming.InUpdate); } public void FixedUpdate () { if (skeletonAnimationsFixedUpdate.Count > 0) UpdateAsync(skeletonAnimationsFixedUpdate, UpdateTiming.InFixedUpdate); } #endif public void LateUpdate () { #if USE_THREADED_ANIMATION_UPDATE if (skeletonAnimationsLateUpdate.Count > 0) UpdateAsync(skeletonAnimationsLateUpdate, UpdateTiming.InLateUpdate); #endif LateUpdateAsync(); } public void UpdateAsync (List skeletons, UpdateTiming updateTiming) { if (skeletons.Count == 0) return; // Sort by skeleton data to allow for better cache utilization. if (sortSkeletonAnimations) skeletons.Sort(SkeletonAnimationComparer); int numThreads = UsedThreadCount; #if RUN_ALL_ON_MAIN_THREAD int numAsyncThreads = 0; #elif RUN_NO_ANIMATION_UPDATE_ON_MAIN_THREAD int numAsyncThreads = numThreads; #else int numAsyncThreads = numThreads - 1; #endif if (workerPool == null) workerPool = new WorkerPool(numThreads); if (genericSkeletonTasks == null) { genericSkeletonTasks = new WorkerPoolTask[numThreads]; for (int t = 0; t < numThreads; ++t) { genericSkeletonTasks[t] = new WorkerPoolTask(); } } for (int t = 0; t < updateDone.Count; ++t) { updateDone[t].Reset(); } if (updateDone.Count != numThreads) { for (int t = updateDone.Count; t < numThreads; ++t) { updateDone.Add(new ResetEvent(false)); } } if (exceptions == null) { exceptions = new Exception[numThreads]; exceptionObjects = new UnityEngine.Object[numThreads]; } numExceptionsSet = 0; int rangePerThread = Mathf.CeilToInt((float)skeletons.Count / (float)numThreads); int skeletonEnd = skeletons.Count; int endIndexThreaded = Math.Min(skeletonEnd, rangePerThread * numAsyncThreads); MainThreadBeforeUpdate(skeletons, skeletonEnd); #if RUN_ALL_ON_MAIN_THREAD for (int r = 0; r < skeletons.Count; ++r) { skeletons[r].UpdateInternal(Time.deltaTime, Time.frameCount, calledFromOnlyMainThread: true); } #else if (!mainThreadUpdateCallbacks) UpdateAsyncThreadedCallbacks(skeletons, updateTiming, numThreads, numAsyncThreads, rangePerThread, skeletonEnd); else UpdateAsyncSplitMainThreadCallbacks(skeletons, updateTiming, numAsyncThreads, rangePerThread, skeletonEnd, endIndexThreaded); #endif MainThreadAfterUpdate(skeletons, skeletonEnd); } protected void UpdateAsyncThreadedCallbacks (List skeletons, UpdateTiming timing, int numThreads, int numAsyncThreads, int rangePerThread, int skeletonEnd) { int start = 0; int end = Mathf.Min(rangePerThread, skeletonEnd); for (int t = 0; t < numThreads; ++t) { var range = new SkeletonUpdateRange() { rangeStart = start, rangeEndExclusive = end, deltaTime = Time.deltaTime, frameCount = Time.frameCount, updateTiming = timing }; if (t < numAsyncThreads) { UpdateSkeletonsAsync(range, t); } else { // this main thread does some work as well, otherwise it's only waiting. UpdateSkeletonsSynchronous(skeletons, range); } start = end; if (start >= skeletonEnd) { while (++t < numAsyncThreads) updateDone[t].Set(); break; } end = Mathf.Min(end + rangePerThread, skeletonEnd); } WaitForThreadUpdateTasks(numAsyncThreads); } protected void UpdateAsyncSplitMainThreadCallbacks (List skeletons, UpdateTiming timing, int numAsyncThreads, int rangePerThread, int skeletonEnd, int endIndexThreaded) { if (splitUpdateMethod == null) { splitUpdateMethod = new CoroutineIterator[skeletons.Count]; } int requiredCount = endIndexThreaded; //skeletonAnimations.Count; if (splitUpdateMethod.Length < requiredCount) { Array.Resize(ref splitUpdateMethod, requiredCount); } bool isFirstIteration = true; bool anyWorkLeft; int timeoutCounter = 0; do { int start = 0; int end = Mathf.Min(rangePerThread, skeletonEnd); for (int t = 0; t < numAsyncThreads; ++t) { var range = new SkeletonUpdateRange() { rangeStart = start, rangeEndExclusive = end, deltaTime = Time.deltaTime, frameCount = Time.frameCount, updateTiming = timing }; UpdateSkeletonsAsyncSplit(range, t); start = end; if (start >= skeletonEnd) { while (++t < numAsyncThreads) { updateDone[t].Set(); } break; } end = Mathf.Min(end + rangePerThread, skeletonEnd); } // main thread if (isFirstIteration && start != skeletonEnd) { var range = new SkeletonUpdateRange() { rangeStart = start, rangeEndExclusive = end, deltaTime = Time.deltaTime, frameCount = Time.frameCount, updateTiming = timing }; // this main thread does complete update work in the first iteration, otherwise it's only waiting. UpdateSkeletonsSynchronous(skeletons, range); } // wait for all threaded tasks WaitForThreadUpdateTasks(numAsyncThreads); for (int t = 0; t < updateDone.Count; ++t) { updateDone[t].Reset(); } // Note: the call above contains calls to ResetEvent.WaitOne, creating implicit memory barriers. // The explicit memory barrier below is added to ensure a memory barrier is in place on the many // Unity target platforms. Thread.MemoryBarrier(); // process main thread callback part anyWorkLeft = UpdateSkeletonsMainThreadSplit(skeletons, endIndexThreaded, Time.deltaTime, Time.frameCount); isFirstIteration = false; } while (anyWorkLeft && ++timeoutCounter < TimeoutIterationCount); if (timeoutCounter >= TimeoutIterationCount) { Debug.LogError("Internal threading logic error: exited Update loop after timeout!"); } for (int i = 0; i < endIndexThreaded; ++i) { splitUpdateMethod[i] = new CoroutineIterator(); } } protected void MainThreadBeforeUpdate (List skeletons, int skeletonEnd) { for (int i = 0; i < skeletonEnd; ++i) { skeletons[i].MainThreadBeforeUpdateInternal(); } } protected void MainThreadAfterUpdate (List skeletons, int skeletonEnd) { for (int i = 0; i < skeletonEnd; ++i) { skeletons[i].MainThreadAfterUpdateInternal(); } } public void LateUpdateAsync () { if (skeletonRenderers.Count == 0) return; // Sort by skeleton data to allow for better cache utilization. if (sortSkeletonRenderers) skeletonRenderers.Sort(SkeletonRendererComparer); int numThreads = UsedThreadCount; #if RUN_ALL_ON_MAIN_THREAD int numAsyncThreads = 0; #elif RUN_NO_SKELETON_LATEUPDATE_ON_MAIN_THREAD int numAsyncThreads = numThreads; #else int numAsyncThreads = numThreads - 1; #endif if (workerPool == null) workerPool = new WorkerPool(numThreads); if (genericSkeletonTasks == null) { genericSkeletonTasks = new WorkerPoolTask[numThreads]; for (int t = 0; t < numThreads; ++t) { genericSkeletonTasks[t] = new WorkerPoolTask(); } } for (int t = 0; t < lateUpdateDone.Count; ++t) { lateUpdateDone[t].Reset(); } if (lateUpdateDone.Count != numThreads) { for (int t = lateUpdateDone.Count; t < numThreads; ++t) { lateUpdateDone.Add(new ResetEvent(false)); } } int rangePerThread = Mathf.CeilToInt((float)skeletonRenderers.Count / (float)numThreads); int skeletonEnd = skeletonRenderers.Count; #if DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS if (skeletonsLateUpdatedAtThread == null) { skeletonsLateUpdatedAtThread = new int[numThreads]; mainThreadProcessed = new int[numThreads]; rendererStartIndex = new int[numThreads]; rendererEndIndexExclusive = new int[numThreads]; lateUpdateWorkAvailable = new AutoResetEvent(false); } for (int t = 0; t < numThreads; ++t) { rendererStartIndex[t] = rangePerThread * t; rendererEndIndexExclusive[t] = Mathf.Min(rangePerThread * (t + 1), skeletonEnd); } for (int t = 0; t < numAsyncThreads; ++t) { skeletonsLateUpdatedAtThread[t] = 0; } #endif int endIndexThreaded = Math.Min(skeletonEnd, rangePerThread * numAsyncThreads); MainThreadPrepareLateUpdate(endIndexThreaded); int start = 0; int end = Mathf.Min(rangePerThread, skeletonEnd); for (int t = 0; t < numThreads; ++t) { var range = new SkeletonUpdateRange() { rangeStart = start, rangeEndExclusive = end, deltaTime = Time.deltaTime, frameCount = Time.frameCount, updateTiming = UpdateTiming.InLateUpdate }; if (t < numAsyncThreads) { LateUpdateSkeletonsAsync(range, t); } else { // this main thread does some work as well, otherwise it's only waiting. LateUpdateSkeletonsSynchronous(range); } start = end; if (start >= skeletonEnd) { while (++t < numAsyncThreads) lateUpdateDone[t].Set(); break; } end = Mathf.Min(end + rangePerThread, skeletonEnd); } #if RUN_ALL_ON_MAIN_THREAD return; // nothing left to do after all processed as LateUpdateSkeletonsSynchronous #endif #if DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS for (int t = 0; t < numAsyncThreads; ++t) { mainThreadProcessed[t] = 0; } bool anySkeletonsLeft = false; bool wasWorkAvailable = false; bool timedOut = false; do { anySkeletonsLeft = false; for (int t = 0; t < numAsyncThreads; ++t) { int threadEndIndex = rendererEndIndexExclusive[t] - rendererStartIndex[t]; #if READ_VOLATILE_ONCE int updatedAtWorkerThread = skeletonsLateUpdatedAtThread[t]; while (mainThreadProcessed[t] < updatedAtWorkerThread) { #else while (mainThreadProcessed[t] < skeletonsLateUpdatedAtThread[t]) { #endif wasWorkAvailable = true; int r = mainThreadProcessed[t] + rendererStartIndex[t]; var skeletonRenderer = this.skeletonRenderers[r]; if (skeletonRenderer.RequiresMeshBufferAssignmentMainThread) skeletonRenderer.UpdateMeshAndMaterialsToBuffers(); mainThreadProcessed[t]++; } #if READ_VOLATILE_ONCE if (updatedAtWorkerThread < threadEndIndex) { #else if (skeletonsLateUpdatedAtThread[t] < threadEndIndex) { #endif anySkeletonsLeft = true; } } LogWorkerThreadExceptions(); if (!wasWorkAvailable) { int timeoutMilliseconds = 1000; timedOut = !lateUpdateWorkAvailable.WaitOne(timeoutMilliseconds); } } while (anySkeletonsLeft && !timedOut); if (timedOut) { Debug.LogError("Internal threading logic error: exited LateUpdate loop after timeout!"); } #else // wait for all threaded task, then process all renderers in main thread WaitForThreadLateUpdateTasks(numAsyncThreads); // Additional main thread update when the mesh data could not be assigned from worker thread // and has to be assigned from main thread. int maxNonUpdatedRenderer = Math.Min(rangePerThread * numAsyncThreads, this.skeletonRenderers.Count); for (int r = 0; r < maxNonUpdatedRenderer; ++r) { var skeletonRenderer = this.skeletonRenderers[r]; if (skeletonRenderer.RequiresMeshBufferAssignmentMainThread) skeletonRenderer.UpdateMeshAndMaterialsToBuffers(); } #endif } protected void MainThreadPrepareLateUpdate (int endIndexThreaded) { for (int i = 0; i < endIndexThreaded; ++i) { skeletonRenderers[i].MainThreadPrepareLateUpdateInternal(); } } private void WaitForThreadUpdateTasks (int numAsyncThreads) { for (int t = 0, n = numAsyncThreads; t < n; ++t) { int timeoutMilliseconds = 1000; #if HAS_MANUAL_RESET_EVENT_SLIM updateDone[t].Wait(timeoutMilliseconds); #else // HAS_MANUAL_RESET_EVENT_SLIM updateDone[t].WaitOne(timeoutMilliseconds); #endif // HAS_MANUAL_RESET_EVENT_SLIM } LogWorkerThreadExceptions(); } private void LogWorkerThreadExceptions () { if (numExceptionsSet > 0) { for (int t = 0; t < exceptions.Length; ++t) { if (exceptions[t] == null) continue; Debug.LogError(string.Format("Exception in worker thread {0}: {1}.\nStackTrace: {2}", t, exceptions[t].Message, exceptions[t].StackTrace), exceptionObjects[t]); exceptions[t] = null; exceptionObjects[t] = null; } numExceptionsSet = 0; } } private void WaitForThreadLateUpdateTasks (int numAsyncThreads) { for (int t = 0, n = numAsyncThreads; t < n; ++t) { int timeoutMilliseconds = 1000; #if HAS_MANUAL_RESET_EVENT_SLIM lateUpdateDone[t].Wait(timeoutMilliseconds); #else // HAS_MANUAL_RESET_EVENT_SLIM lateUpdateDone[t].WaitOne(timeoutMilliseconds); #endif // HAS_MANUAL_RESET_EVENT_SLIM } } #if ENABLE_THREAD_PROFILING CustomSampler[] profilerSamplerUpdate = new CustomSampler[16]; CustomSampler[] profilerSamplerLateUpdate = new CustomSampler[16]; #endif /// Perform Update at all SkeletonRenderers asynchronously. void UpdateSkeletonsAsync (SkeletonUpdateRange range, int threadIndex) { #if ENABLE_THREAD_PROFILING if (profilerSamplerUpdate[threadIndex] == null) { profilerSamplerUpdate[threadIndex] = CustomSampler.Create("Spine Update " + threadIndex); } #endif WorkerPoolTask task = genericSkeletonTasks[threadIndex]; task.parameters = range; task.function = cachedUpdateSkeletonsAsyncImpl; bool enqueueSucceeded; do { enqueueSucceeded = workerPool.EnqueueTask(threadIndex, genericSkeletonTasks[threadIndex]); } while (!enqueueSucceeded); } // avoid allocation, unfortunately this is really necessary static Action cachedUpdateSkeletonsAsyncImpl = UpdateSkeletonsAsyncImpl; static void UpdateSkeletonsAsyncImpl (SkeletonUpdateRange range, int threadIndex) { var instance = Instance; #if ENABLE_THREAD_PROFILING instance.profilerSamplerUpdate[threadIndex].Begin(); #endif float deltaTime = range.deltaTime; int frameCount = range.frameCount; int start = range.rangeStart; int end = range.rangeEndExclusive; var skeletonAnimations = instance.skeletonAnimationsUpdate; if (range.updateTiming == UpdateTiming.InFixedUpdate) skeletonAnimations = instance.skeletonAnimationsFixedUpdate; else if (range.updateTiming == UpdateTiming.InLateUpdate) skeletonAnimations = instance.skeletonAnimationsLateUpdate; for (int r = start; r < end; ++r) { try { skeletonAnimations[r].UpdateInternal(deltaTime, frameCount, calledFromOnlyMainThread: false); } catch (Exception exc) { instance.DeferredLogException(exc, skeletonAnimations[r], threadIndex); } } instance.updateDone[threadIndex].Set(); #if ENABLE_THREAD_PROFILING instance.profilerSamplerUpdate[threadIndex].End(); #endif } //------------------------------------------------------------------------------------------ /// Perform Update at all SkeletonRenderers asynchronously and split off at /// main-thread callbacks. void UpdateSkeletonsAsyncSplit (SkeletonUpdateRange range, int threadIndex) { #if ENABLE_THREAD_PROFILING if (profilerSamplerUpdate[threadIndex] == null) { profilerSamplerUpdate[threadIndex] = CustomSampler.Create("Spine Update " + threadIndex); } #endif bool enqueueSucceeded; do { WorkerPoolTask task = genericSkeletonTasks[threadIndex]; task.parameters = range; task.function = cachedUpdateSkeletonsAsyncSplitImpl; enqueueSucceeded = workerPool.EnqueueTask(threadIndex, genericSkeletonTasks[threadIndex]); } while (!enqueueSucceeded); } // avoid allocation, unfortunately this is really necessary static Action cachedUpdateSkeletonsAsyncSplitImpl = UpdateSkeletonsAsyncSplitImpl; static void UpdateSkeletonsAsyncSplitImpl (SkeletonUpdateRange range, int threadIndex) { float deltaTime = range.deltaTime; int frameCount = range.frameCount; int start = range.rangeStart; int end = range.rangeEndExclusive; var instance = Instance; var skeletonAnimations = instance.skeletonAnimationsUpdate; if (range.updateTiming == UpdateTiming.InFixedUpdate) skeletonAnimations = instance.skeletonAnimationsFixedUpdate; else if (range.updateTiming == UpdateTiming.InLateUpdate) skeletonAnimations = instance.skeletonAnimationsLateUpdate; var splitUpdateMethod = instance.splitUpdateMethod; #if ENABLE_THREAD_PROFILING instance.profilerSamplerUpdate[threadIndex].Begin(); #endif for (int r = start; r < end; ++r) { try { SkeletonAnimationBase targetSkeletonAnimation = skeletonAnimations[r]; if (!splitUpdateMethod[r].IsDone) { splitUpdateMethod[r] = targetSkeletonAnimation.UpdateInternalSplit(splitUpdateMethod[r], deltaTime, frameCount); } } catch (Exception exc) { instance.DeferredLogException(exc, skeletonAnimations[r], threadIndex); } } instance.updateDone[threadIndex].Set(); #if ENABLE_THREAD_PROFILING instance.profilerSamplerUpdate[threadIndex].End(); #endif } bool UpdateSkeletonsMainThreadSplit (List skeletons, int endIndexThreaded, float deltaTime, int frameCount) { bool anyWorkLeft = false; for (int r = 0; r < endIndexThreaded; ++r) { try { SkeletonAnimationBase targetSkeletonAnimation = skeletons[r]; if (splitUpdateMethod[r].IsInitialState) { Debug.LogError("Internal threading logic error: skeletonAnimations never called UpdateInternal before!", skeletons[r]); } else { if (!splitUpdateMethod[r].IsDone) { anyWorkLeft = true; splitUpdateMethod[r] = targetSkeletonAnimation.UpdateInternalSplit(splitUpdateMethod[r], deltaTime, frameCount); } } } catch (Exception exc) { Debug.LogError(string.Format("Exception in main thread: {0}.\nStackTrace: {1}", exc.Message, exc.StackTrace)); } } return anyWorkLeft; } void UpdateSkeletonsSynchronous (List skeletons, SkeletonUpdateRange range) { int start = range.rangeStart; int end = range.rangeEndExclusive; for (int r = start; r < end; ++r) { skeletons[r].UpdateInternal(range.deltaTime, range.frameCount, calledFromOnlyMainThread: true); } } /// Perform LateUpdate at all SkeletonRenderers asynchronously. static Action cachedLateUpdateSkeletonsAsyncImpl = LateUpdateSkeletonsAsyncImpl; void LateUpdateSkeletonsAsync (SkeletonUpdateRange range, int threadIndex) { #if ENABLE_THREAD_PROFILING if (profilerSamplerLateUpdate[threadIndex] == null) { profilerSamplerLateUpdate[threadIndex] = CustomSampler.Create("Spine LateUpdate " + threadIndex); } #endif bool enqueueSucceeded; WorkerPoolTask task = genericSkeletonTasks[threadIndex]; task.parameters = range; task.function = cachedLateUpdateSkeletonsAsyncImpl; do { enqueueSucceeded = workerPool.EnqueueTask(threadIndex, genericSkeletonTasks[threadIndex]); } while (!enqueueSucceeded); } static void LateUpdateSkeletonsAsyncImpl (SkeletonUpdateRange range, int threadIndex) { int start = range.rangeStart; int end = range.rangeEndExclusive; var instance = Instance; #if ENABLE_THREAD_PROFILING instance.profilerSamplerLateUpdate[threadIndex].Begin(); #endif #if DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS instance.skeletonsLateUpdatedAtThread[threadIndex] = 0; #endif for (int r = start; r < end; ++r) { try { instance.skeletonRenderers[r].LateUpdateImplementation(calledFromMainThread: false); } catch (Exception exc) { instance.DeferredLogException(exc, instance.skeletonRenderers[r].Component, threadIndex); } #if DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS Interlocked.Increment(ref instance.skeletonsLateUpdatedAtThread[threadIndex]); instance.lateUpdateWorkAvailable.Set(); // signal as soon as it can be processed by main thread #endif } #if !DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS instance.lateUpdateDone[threadIndex].Set(); // signal once after all work is done #endif #if ENABLE_THREAD_PROFILING instance.profilerSamplerLateUpdate[threadIndex].End(); #endif } void LateUpdateSkeletonsSynchronous (SkeletonUpdateRange range) { int start = range.rangeStart; int end = range.rangeEndExclusive; for (int r = start; r < end; ++r) { skeletonRenderers[r].LateUpdateImplementation(calledFromMainThread: true); } } } } #endif // USE_THREADED_SKELETON_UPDATE