mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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183 lines
4.6 KiB
C#
183 lines
4.6 KiB
C#
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// Amplify Motion - Full-scene Motion Blur for Unity Pro
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using System;
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using System.Threading;
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#if NETFX_CORE
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using Windows.System.Threading;
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using System.Threading.Tasks;
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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namespace AmplifyMotion
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{
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internal class WorkerThreadPool
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{
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#if !NETFX_CORE && !UNITY_WEBGL
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private const int ThreadStateQueueCapacity = 1024;
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internal Queue<AmplifyMotion.MotionState>[] m_threadStateQueues = null;
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internal object[] m_threadStateQueueLocks = null;
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private int m_threadPoolSize = 0;
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private ManualResetEvent m_threadPoolTerminateSignal;
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private AutoResetEvent[] m_threadPoolContinueSignals;
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private Thread[] m_threadPool = null;
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private bool m_threadPoolFallback = false;
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internal object m_threadPoolLock = null;
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internal int m_threadPoolIndex = 0;
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#endif
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internal void InitializeAsyncUpdateThreads( int threadCount, bool systemThreadPool )
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{
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#if !NETFX_CORE && !UNITY_WEBGL
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if ( systemThreadPool )
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{
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m_threadPoolFallback = true;
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return;
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}
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try
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{
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m_threadPoolSize = threadCount;
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m_threadStateQueues = new Queue<AmplifyMotion.MotionState>[ m_threadPoolSize ];
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m_threadStateQueueLocks = new object[ m_threadPoolSize ];
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m_threadPool = new Thread[ m_threadPoolSize ];
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m_threadPoolTerminateSignal = new ManualResetEvent( false );
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m_threadPoolContinueSignals = new AutoResetEvent[ m_threadPoolSize ];
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m_threadPoolLock = new object();
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m_threadPoolIndex = 0;
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for ( int id = 0; id < m_threadPoolSize; id++ )
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{
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m_threadStateQueues[ id ] = new Queue<AmplifyMotion.MotionState>( ThreadStateQueueCapacity );
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m_threadStateQueueLocks[ id ] = new object();
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m_threadPoolContinueSignals[ id ] = new AutoResetEvent( false );
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m_threadPool[ id ] = new Thread( new ParameterizedThreadStart( AsyncUpdateThread ) );
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m_threadPool[ id ].Start( new KeyValuePair<object, int>( this, id ) );
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}
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}
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catch ( Exception e )
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{
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// fallback to ThreadPool
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Debug.LogWarning( "[AmplifyMotion] Non-critical error while initializing WorkerThreads. Falling back to using System.Threading.ThreadPool().\n" + e.Message );
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m_threadPoolFallback = true;
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}
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#endif
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}
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internal void FinalizeAsyncUpdateThreads()
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{
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#if !NETFX_CORE && !UNITY_WEBGL
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if ( !m_threadPoolFallback )
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{
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m_threadPoolTerminateSignal.Set();
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for ( int i = 0; i < m_threadPoolSize; i++ )
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{
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if ( m_threadPool[ i ].IsAlive )
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{
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m_threadPoolContinueSignals[ i ].Set();
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m_threadPool[ i ].Join();
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// making sure these marked for disposal
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m_threadPool[ i ] = null;
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}
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lock ( m_threadStateQueueLocks[ i ] )
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{
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while ( m_threadStateQueues[ i ].Count > 0 )
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m_threadStateQueues[ i ].Dequeue().AsyncUpdate();
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}
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}
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m_threadStateQueues = null;
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m_threadStateQueueLocks = null;
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m_threadPoolSize = 0;
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m_threadPool = null;
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m_threadPoolTerminateSignal = null;
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m_threadPoolContinueSignals = null;
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m_threadPoolLock = null;
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m_threadPoolIndex = 0;
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}
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#endif
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}
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internal void EnqueueAsyncUpdate( AmplifyMotion.MotionState state )
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{
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#if NETFX_CORE
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Task.Run( () => AsyncUpdateCallback( state ) );
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#elif UNITY_WEBGL
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AsyncUpdateCallback( state );
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#else
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if ( !m_threadPoolFallback )
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{
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lock ( m_threadStateQueueLocks[ m_threadPoolIndex ] )
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{
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m_threadStateQueues[ m_threadPoolIndex ].Enqueue( state );
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}
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m_threadPoolContinueSignals[ m_threadPoolIndex ].Set();
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m_threadPoolIndex++;
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if ( m_threadPoolIndex >= m_threadPoolSize )
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m_threadPoolIndex = 0;
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}
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else
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ThreadPool.QueueUserWorkItem( new WaitCallback( AsyncUpdateCallback ), state );
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#endif
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}
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private static void AsyncUpdateCallback( object obj )
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{
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AmplifyMotion.MotionState state = ( AmplifyMotion.MotionState ) obj;
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state.AsyncUpdate();
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}
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private static void AsyncUpdateThread( object obj )
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{
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#if !NETFX_CORE && !UNITY_WEBGL
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KeyValuePair<object, int> pair = ( KeyValuePair<object, int> ) obj;
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WorkerThreadPool pool = ( WorkerThreadPool ) pair.Key;
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int id = ( int ) pair.Value;
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while ( true )
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{
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try
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{
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pool.m_threadPoolContinueSignals[ id ].WaitOne();
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if ( pool.m_threadPoolTerminateSignal.WaitOne( 0 ) )
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break;
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while ( true )
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{
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AmplifyMotion.MotionState state = null;
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lock ( pool.m_threadStateQueueLocks[ id ] )
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{
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if ( pool.m_threadStateQueues[ id ].Count > 0 )
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state = pool.m_threadStateQueues[ id ].Dequeue();
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}
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if ( state != null )
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state.AsyncUpdate();
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else
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break;
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}
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}
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catch ( System.Exception e )
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{
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if ( e.GetType() != typeof( ThreadAbortException ) )
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Debug.LogWarning( e );
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}
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}
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#endif
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}
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}
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}
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