mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
829 lines
29 KiB
C#
829 lines
29 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2024, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#define USE_THREADED_SKELETON_UPDATE
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#define USE_THREADED_ANIMATION_UPDATE // requires USE_THREADED_SKELETON_UPDATE enabled
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#define READ_VOLATILE_ONCE
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#if UNITY_2017_3_OR_NEWER
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#define ENABLE_THREAD_PROFILING
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#endif
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#define DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS // enabled improves performance a bit.
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//#define RUN_ALL_ON_MAIN_THREAD // for profiling comparison only
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//#define RUN_NO_ANIMATION_UPDATE_ON_MAIN_THREAD // actual configuration option. depends, measured slightly better when disabled.
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#define RUN_NO_SKELETON_LATEUPDATE_ON_MAIN_THREAD // actual configuration option, recommended enabled
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#if NET_4_6
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#define HAS_MANUAL_RESET_EVENT_SLIM
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#endif
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#if USE_THREADED_SKELETON_UPDATE
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using UnityEngine;
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#if ENABLE_THREAD_PROFILING
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using UnityEngine.Profiling;
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#endif
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#if HAS_MANUAL_RESET_EVENT_SLIM
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using ResetEvent = System.Threading.ManualResetEventSlim;
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#else
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using ResetEvent = System.Threading.ManualResetEvent;
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#endif
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namespace Spine.Unity {
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using WorkerPool = LockFreeWorkerPool<SkeletonUpdateSystem.SkeletonUpdateRange>;
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using WorkerPoolTask = LockFreeWorkerPool<SkeletonUpdateSystem.SkeletonUpdateRange>.Task;
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[DefaultExecutionOrder(0)]
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public class SkeletonUpdateSystem : MonoBehaviour {
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private static SkeletonUpdateSystem singletonInstance;
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const int TimeoutIterationCount = 10000;
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public static SkeletonUpdateSystem Instance {
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get {
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if (singletonInstance == null) {
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singletonInstance = FindObjectOfType<SkeletonUpdateSystem>();
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if (singletonInstance == null) {
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GameObject singletonGameObject = new GameObject("SkeletonUpdateSystem");
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singletonInstance = singletonGameObject.AddComponent<SkeletonUpdateSystem>();
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DontDestroyOnLoad(singletonGameObject);
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singletonGameObject.hideFlags = HideFlags.DontSave;
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}
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}
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return singletonInstance;
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}
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}
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private void Awake () {
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if (singletonInstance == null) {
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singletonInstance = this;
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DontDestroyOnLoad(gameObject);
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}
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if (singletonInstance != null && singletonInstance != this) {
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Debug.LogWarning("Multiple SkeletonUpdateSystem singleton GameObjects found! " +
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"Don't manually add SkeletonUpdateSystem to each scene, it is created automatically when needed.");
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Destroy(gameObject);
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}
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}
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private void OnDestroy () {
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if (singletonInstance == this)
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singletonInstance = null;
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}
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public static int SkeletonSortComparer (ISkeletonRenderer first, ISkeletonRenderer second) {
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SkeletonDataAsset firstDataAsset = first.SkeletonDataAsset;
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SkeletonDataAsset secondDataAsset = second.SkeletonDataAsset;
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if (firstDataAsset == null) return secondDataAsset == null ? 0 : -1;
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else if (secondDataAsset == null) return 1;
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else return firstDataAsset.GetHashCode() - secondDataAsset.GetHashCode();
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}
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public static int SkeletonSortComparer (SkeletonAnimationBase first, SkeletonAnimationBase second) {
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SkeletonDataAsset firstDataAsset = first.SkeletonDataAsset;
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SkeletonDataAsset secondDataAsset = second.SkeletonDataAsset;
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if (firstDataAsset == null) return secondDataAsset == null ? 0 : -1;
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else if (secondDataAsset == null) return 1;
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else return firstDataAsset.GetHashCode() - secondDataAsset.GetHashCode();
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}
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public static readonly Comparison<ISkeletonRenderer> SkeletonRendererComparer = SkeletonSortComparer;
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public static readonly Comparison<SkeletonAnimationBase> SkeletonAnimationComparer = SkeletonSortComparer;
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public struct SkeletonUpdateRange {
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public int rangeStart;
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public int rangeEndExclusive;
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public int frameCount;
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public float deltaTime;
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public UpdateTiming updateTiming;
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}
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public List<SkeletonAnimationBase> skeletonAnimationsUpdate = new List<SkeletonAnimationBase>();
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public List<SkeletonAnimationBase> skeletonAnimationsFixedUpdate = new List<SkeletonAnimationBase>();
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public List<SkeletonAnimationBase> skeletonAnimationsLateUpdate = new List<SkeletonAnimationBase>();
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public List<ISkeletonRenderer> skeletonRenderers = new List<ISkeletonRenderer>();
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WorkerPoolTask[] genericSkeletonTasks = null;
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public WorkerPool workerPool;
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public List<ResetEvent> updateDone = new List<ResetEvent>(4);
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public List<ResetEvent> lateUpdateDone = new List<ResetEvent>(4);
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#if DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS
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protected int[] rendererStartIndex;
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protected int[] rendererEndIndexExclusive;
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volatile protected int[] skeletonsLateUpdatedAtThread;
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protected int[] mainThreadProcessed;
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public AutoResetEvent lateUpdateWorkAvailable;
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#endif
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protected Exception[] exceptions;
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protected UnityEngine.Object[] exceptionObjects;
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volatile protected int numExceptionsSet = 0;
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protected int usedThreadCount = -1;
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public void DeferredLogException(Exception exc, UnityEngine.Object context, int threadIndex) {
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exceptions[threadIndex] = exc;
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exceptionObjects[threadIndex] = context;
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numExceptionsSet++;
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}
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protected bool mainThreadUpdateCallbacks = true;
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protected CoroutineIterator[] splitUpdateMethod = null;
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protected bool sortSkeletonRenderers = false;
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protected bool sortSkeletonAnimations = false;
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int UsedThreadCount {
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get {
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if (usedThreadCount < 0) {
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usedThreadCount = Environment.ProcessorCount;
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}
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return usedThreadCount;
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}
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set {
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usedThreadCount = value;
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}
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}
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/// <summary>
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/// Enable to issue update callbacks (e.g. <see cref="SkeletonAnimationBase.UpdateLocal"/>) always from the
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/// main thread, at the cost of splitting overhead switching between main and worker thread.
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/// Disable to allow update callbacks from worker threads without splitting execution.
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/// </summary>
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public bool MainThreadUpdateCallbacks {
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set { mainThreadUpdateCallbacks = value; }
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get { return mainThreadUpdateCallbacks; }
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}
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/// <summary>
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/// Optimization setting. Enable to group ISkeletonRenderers by type (by SkeletonDataAsset) for mesh updates.
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/// Potentially allows for better cache locality, however this may be detrimental if skeleton types vary in
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/// complexity.
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/// </summary>
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public bool GroupRenderersBySkeletonType {
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set { sortSkeletonRenderers = value; }
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get { return sortSkeletonRenderers; }
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}
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/// <summary>
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/// Optimization setting. Enable to group skeletons to be animated by type (by SkeletonDataAsset).
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/// Potentially allows for better cache locality, however this may be detrimental if skeleton types vary in
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/// complexity.
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/// </summary>
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public bool GroupAnimationBySkeletonType {
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set { sortSkeletonAnimations = value; }
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get { return sortSkeletonAnimations; }
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}
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#if USE_THREADED_ANIMATION_UPDATE
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public void RegisterForUpdate (UpdateTiming updateTiming, SkeletonAnimationBase skeletonAnimation) {
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skeletonAnimation.IsUpdatedExternally = true;
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var skeletonAnimations = skeletonAnimationsUpdate;
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if (updateTiming == UpdateTiming.InFixedUpdate) skeletonAnimations = skeletonAnimationsFixedUpdate;
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else if (updateTiming == UpdateTiming.InLateUpdate) skeletonAnimations = skeletonAnimationsLateUpdate;
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if (skeletonAnimations.Contains(skeletonAnimation))
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return;
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skeletonAnimations.Add(skeletonAnimation);
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}
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public void UnregisterFromUpdate (UpdateTiming updateTiming, SkeletonAnimationBase skeletonAnimation) {
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var skeletonAnimations = skeletonAnimationsUpdate;
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if (updateTiming == UpdateTiming.InFixedUpdate) skeletonAnimations = skeletonAnimationsFixedUpdate;
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else if (updateTiming == UpdateTiming.InLateUpdate) skeletonAnimations = skeletonAnimationsLateUpdate;
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skeletonAnimations.Remove(skeletonAnimation);
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skeletonAnimation.IsUpdatedExternally = false;
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}
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#endif
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public void RegisterForUpdate (ISkeletonRenderer renderer) {
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renderer.IsUpdatedExternally = true;
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if (skeletonRenderers.Contains(renderer))
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return;
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skeletonRenderers.Add(renderer);
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}
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public void UnregisterFromUpdate (ISkeletonRenderer renderer) {
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skeletonRenderers.Remove(renderer);
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renderer.IsUpdatedExternally = false;
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}
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#if USE_THREADED_ANIMATION_UPDATE
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public void Update () {
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if (skeletonAnimationsUpdate.Count > 0)
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UpdateAsync(skeletonAnimationsUpdate, UpdateTiming.InUpdate);
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}
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public void FixedUpdate () {
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if (skeletonAnimationsFixedUpdate.Count > 0)
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UpdateAsync(skeletonAnimationsFixedUpdate, UpdateTiming.InFixedUpdate);
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}
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#endif
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public void LateUpdate () {
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#if USE_THREADED_ANIMATION_UPDATE
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if (skeletonAnimationsLateUpdate.Count > 0)
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UpdateAsync(skeletonAnimationsLateUpdate, UpdateTiming.InLateUpdate);
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#endif
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LateUpdateAsync();
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}
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public void UpdateAsync (List<SkeletonAnimationBase> skeletons, UpdateTiming updateTiming) {
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if (skeletons.Count == 0) return;
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// Sort by skeleton data to allow for better cache utilization.
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if (sortSkeletonAnimations)
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skeletons.Sort(SkeletonAnimationComparer);
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int numThreads = UsedThreadCount;
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#if RUN_ALL_ON_MAIN_THREAD
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int numAsyncThreads = 0;
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#elif RUN_NO_ANIMATION_UPDATE_ON_MAIN_THREAD
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int numAsyncThreads = numThreads;
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#else
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int numAsyncThreads = numThreads - 1;
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#endif
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if (workerPool == null)
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workerPool = new WorkerPool(numThreads);
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if (genericSkeletonTasks == null) {
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genericSkeletonTasks = new WorkerPoolTask[numThreads];
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for (int t = 0; t < numThreads; ++t) {
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genericSkeletonTasks[t] = new WorkerPoolTask();
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}
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}
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for (int t = 0; t < updateDone.Count; ++t) {
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updateDone[t].Reset();
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}
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if (updateDone.Count != numThreads) {
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for (int t = updateDone.Count; t < numThreads; ++t) {
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updateDone.Add(new ResetEvent(false));
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}
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}
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if (exceptions == null) {
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exceptions = new Exception[numThreads];
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exceptionObjects = new UnityEngine.Object[numThreads];
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}
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numExceptionsSet = 0;
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int rangePerThread = Mathf.CeilToInt((float)skeletons.Count / (float)numThreads);
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int skeletonEnd = skeletons.Count;
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int endIndexThreaded = Math.Min(skeletonEnd, rangePerThread * numAsyncThreads);
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MainThreadBeforeUpdate(skeletons, skeletonEnd);
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#if RUN_ALL_ON_MAIN_THREAD
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for (int r = 0; r < skeletons.Count; ++r) {
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skeletons[r].UpdateInternal(Time.deltaTime, Time.frameCount, calledFromOnlyMainThread: true);
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}
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#else
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if (!mainThreadUpdateCallbacks)
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UpdateAsyncThreadedCallbacks(skeletons, updateTiming,
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numThreads, numAsyncThreads, rangePerThread, skeletonEnd);
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else
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UpdateAsyncSplitMainThreadCallbacks(skeletons, updateTiming,
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numAsyncThreads, rangePerThread, skeletonEnd, endIndexThreaded);
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#endif
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MainThreadAfterUpdate(skeletons, skeletonEnd);
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}
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protected void UpdateAsyncThreadedCallbacks (List<SkeletonAnimationBase> skeletons, UpdateTiming timing,
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int numThreads, int numAsyncThreads, int rangePerThread,
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int skeletonEnd) {
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int start = 0;
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int end = Mathf.Min(rangePerThread, skeletonEnd);
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for (int t = 0; t < numThreads; ++t) {
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var range = new SkeletonUpdateRange() {
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rangeStart = start,
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rangeEndExclusive = end,
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deltaTime = Time.deltaTime,
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frameCount = Time.frameCount,
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updateTiming = timing
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};
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if (t < numAsyncThreads) {
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UpdateSkeletonsAsync(range, t);
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} else {
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// this main thread does some work as well, otherwise it's only waiting.
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UpdateSkeletonsSynchronous(skeletons, range);
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}
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start = end;
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if (start >= skeletonEnd) {
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while (++t < numAsyncThreads)
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updateDone[t].Set();
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break;
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}
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end = Mathf.Min(end + rangePerThread, skeletonEnd);
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}
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WaitForThreadUpdateTasks(numAsyncThreads);
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}
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protected void UpdateAsyncSplitMainThreadCallbacks (List<SkeletonAnimationBase> skeletons, UpdateTiming timing,
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int numAsyncThreads, int rangePerThread,
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int skeletonEnd, int endIndexThreaded) {
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if (splitUpdateMethod == null) {
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splitUpdateMethod = new CoroutineIterator[skeletons.Count];
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}
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int requiredCount = endIndexThreaded; //skeletonAnimations.Count;
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if (splitUpdateMethod.Length < requiredCount) {
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Array.Resize(ref splitUpdateMethod, requiredCount);
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}
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bool isFirstIteration = true;
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bool anyWorkLeft;
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int timeoutCounter = 0;
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do {
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int start = 0;
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int end = Mathf.Min(rangePerThread, skeletonEnd);
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for (int t = 0; t < numAsyncThreads; ++t) {
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var range = new SkeletonUpdateRange() {
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rangeStart = start,
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rangeEndExclusive = end,
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deltaTime = Time.deltaTime,
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frameCount = Time.frameCount,
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updateTiming = timing
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};
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UpdateSkeletonsAsyncSplit(range, t);
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start = end;
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if (start >= skeletonEnd) {
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while (++t < numAsyncThreads) {
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updateDone[t].Set();
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}
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break;
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}
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end = Mathf.Min(end + rangePerThread, skeletonEnd);
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}
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// main thread
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if (isFirstIteration && start != skeletonEnd) {
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var range = new SkeletonUpdateRange() {
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rangeStart = start,
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rangeEndExclusive = end,
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deltaTime = Time.deltaTime,
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frameCount = Time.frameCount,
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updateTiming = timing
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};
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// this main thread does complete update work in the first iteration, otherwise it's only waiting.
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UpdateSkeletonsSynchronous(skeletons, range);
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}
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// wait for all threaded tasks
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WaitForThreadUpdateTasks(numAsyncThreads);
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for (int t = 0; t < updateDone.Count; ++t) {
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updateDone[t].Reset();
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}
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// Note: the call above contains calls to ResetEvent.WaitOne, creating implicit memory barriers.
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// The explicit memory barrier below is added to ensure a memory barrier is in place on the many
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// Unity target platforms.
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Thread.MemoryBarrier();
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// process main thread callback part
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anyWorkLeft = UpdateSkeletonsMainThreadSplit(skeletons, endIndexThreaded, Time.deltaTime, Time.frameCount);
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isFirstIteration = false;
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} while (anyWorkLeft && ++timeoutCounter < TimeoutIterationCount);
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if (timeoutCounter >= TimeoutIterationCount) {
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Debug.LogError("Internal threading logic error: exited Update loop after timeout!");
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}
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for (int i = 0; i < endIndexThreaded; ++i) {
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splitUpdateMethod[i] = new CoroutineIterator();
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}
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}
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protected void MainThreadBeforeUpdate (List<SkeletonAnimationBase> skeletons, int skeletonEnd) {
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for (int i = 0; i < skeletonEnd; ++i) {
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skeletons[i].MainThreadBeforeUpdateInternal();
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}
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}
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protected void MainThreadAfterUpdate (List<SkeletonAnimationBase> skeletons, int skeletonEnd) {
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for (int i = 0; i < skeletonEnd; ++i) {
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skeletons[i].MainThreadAfterUpdateInternal();
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}
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}
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public void LateUpdateAsync () {
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if (skeletonRenderers.Count == 0) return;
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// Sort by skeleton data to allow for better cache utilization.
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if (sortSkeletonRenderers)
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skeletonRenderers.Sort(SkeletonRendererComparer);
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int numThreads = UsedThreadCount;
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#if RUN_ALL_ON_MAIN_THREAD
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int numAsyncThreads = 0;
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#elif RUN_NO_SKELETON_LATEUPDATE_ON_MAIN_THREAD
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int numAsyncThreads = numThreads;
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#else
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int numAsyncThreads = numThreads - 1;
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#endif
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if (workerPool == null)
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workerPool = new WorkerPool(numThreads);
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if (genericSkeletonTasks == null) {
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genericSkeletonTasks = new WorkerPoolTask[numThreads];
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for (int t = 0; t < numThreads; ++t) {
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genericSkeletonTasks[t] = new WorkerPoolTask();
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}
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}
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for (int t = 0; t < lateUpdateDone.Count; ++t) {
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lateUpdateDone[t].Reset();
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}
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if (lateUpdateDone.Count != numThreads) {
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for (int t = lateUpdateDone.Count; t < numThreads; ++t) {
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lateUpdateDone.Add(new ResetEvent(false));
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}
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}
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int rangePerThread = Mathf.CeilToInt((float)skeletonRenderers.Count / (float)numThreads);
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int skeletonEnd = skeletonRenderers.Count;
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#if DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS
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if (skeletonsLateUpdatedAtThread == null) {
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skeletonsLateUpdatedAtThread = new int[numThreads];
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mainThreadProcessed = new int[numThreads];
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rendererStartIndex = new int[numThreads];
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rendererEndIndexExclusive = new int[numThreads];
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lateUpdateWorkAvailable = new AutoResetEvent(false);
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}
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for (int t = 0; t < numThreads; ++t) {
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rendererStartIndex[t] = rangePerThread * t;
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rendererEndIndexExclusive[t] = Mathf.Min(rangePerThread * (t + 1), skeletonEnd);
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}
|
|
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
|
|
|
|
/// <summary>Perform Update at all SkeletonRenderers asynchronously.</summary>
|
|
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<SkeletonUpdateRange, int> 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
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------
|
|
/// <summary>Perform Update at all SkeletonRenderers asynchronously and split off at
|
|
/// main-thread callbacks.</summary>
|
|
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<SkeletonUpdateRange, int> 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<SkeletonAnimationBase> 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<SkeletonAnimationBase> 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);
|
|
}
|
|
}
|
|
|
|
/// <summary>Perform LateUpdate at all SkeletonRenderers asynchronously.</summary>
|
|
static Action<SkeletonUpdateRange, int> 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
|