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Threading.cs
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Threading.cs
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#region License
/*
Microsoft Public License (Ms-PL)
MonoGame - Copyright © 2009 The MonoGame Team
All rights reserved.
This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
accept the license, do not use the software.
1. Definitions
The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
U.S. copyright law.
A "contribution" is the original software, or any additions or changes to the software.
A "contributor" is any person that distributes its contribution under this license.
"Licensed patents" are a contributor's patent claims that read directly on its contribution.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
3. Conditions and Limitations
(A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
your patent license from such contributor to the software ends automatically.
(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
notices that are present in the software.
(D) If you distribute any portion of the software in source code form, you may do so only under this license by including
a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
code form, you may only do so under a license that complies with this license.
(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
purpose and non-infringement.
*/
#endregion License
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using Microsoft.Xna.Framework.Graphics;
#if IOS
using Foundation;
using OpenGLES;
#if ES11
using OpenTK.Graphics.ES11;
#else
using OpenTK.Graphics.ES20;
#endif
#elif DESKTOPGL || ANGLE
using OpenTK.Graphics;
using OpenTK.Platform;
using OpenTK;
using OpenTK.Graphics.OpenGL;
#endif
#if WINDOWS_PHONE
using System.Windows;
#endif
namespace Microsoft.Xna.Framework
{
internal class Threading
{
public const int kMaxWaitForUIThread = 750; // In milliseconds
#if !WINDOWS_PHONE
static int mainThreadId;
#endif
#if ANDROID
static List<Action> actions = new List<Action>();
//static Mutex actionsMutex = new Mutex();
#elif IOS
public static EAGLContext BackgroundContext;
#elif WINDOWS || DESKTOPGL || ANGLE
public static IGraphicsContext BackgroundContext;
public static IWindowInfo WindowInfo;
#endif
#if !WINDOWS_PHONE
static Threading()
{
#if WINDOWS_STOREAPP
mainThreadId = Environment.CurrentManagedThreadId;
#else
mainThreadId = Thread.CurrentThread.ManagedThreadId;
#endif
}
#endif
/// <summary>
/// Checks if the code is currently running on the UI thread.
/// </summary>
/// <returns>true if the code is currently running on the UI thread.</returns>
public static bool IsOnUIThread()
{
#if WINDOWS_PHONE
return Deployment.Current.Dispatcher.CheckAccess();
#elif WINDOWS_STOREAPP
return (mainThreadId == Environment.CurrentManagedThreadId);
#else
return mainThreadId == Thread.CurrentThread.ManagedThreadId;
#endif
}
/// <summary>
/// Throws an exception if the code is not currently running on the UI thread.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if the code is not currently running on the UI thread.</exception>
public static void EnsureUIThread()
{
if (!IsOnUIThread())
throw new InvalidOperationException("Operation not called on UI thread.");
}
#if WINDOWS_PHONE
internal static void RunOnUIThread(Action action)
{
RunOnContainerThread(Deployment.Current.Dispatcher, action);
}
internal static void RunOnContainerThread(System.Windows.Threading.Dispatcher target, Action action)
{
target.BeginInvoke(action);
}
internal static void BlockOnContainerThread(System.Windows.Threading.Dispatcher target, Action action)
{
if (target.CheckAccess())
{
action();
}
else
{
EventWaitHandle wait = new AutoResetEvent(false);
target.BeginInvoke(() =>
{
action();
wait.Set();
});
wait.WaitOne(kMaxWaitForUIThread);
}
}
#endif
/// <summary>
/// Runs the given action on the UI thread and blocks the current thread while the action is running.
/// If the current thread is the UI thread, the action will run immediately.
/// </summary>
/// <param name="action">The action to be run on the UI thread</param>
internal static void BlockOnUIThread(Action action)
{
if (action == null)
throw new ArgumentNullException("action");
#if (DIRECTX && !WINDOWS_PHONE) || PSM
action();
#else
// If we are already on the UI thread, just call the action and be done with it
if (IsOnUIThread())
{
#if WINDOWS_PHONE
try
{
action();
}
catch (UnauthorizedAccessException)
{
// Need to be on a different thread
BlockOnContainerThread(Deployment.Current.Dispatcher, action);
}
#else
action();
#endif
return;
}
#if IOS
lock (BackgroundContext)
{
// Make the context current on this thread if it is not already
if (!Object.ReferenceEquals(EAGLContext.CurrentContext, BackgroundContext))
EAGLContext.SetCurrentContext(BackgroundContext);
// Execute the action
action();
// Must flush the GL calls so the GPU asset is ready for the main context to use it
GL.Flush();
GraphicsExtensions.CheckGLError();
}
#elif WINDOWS || DESKTOPGL || ANGLE
lock (BackgroundContext)
{
// Make the context current on this thread
BackgroundContext.MakeCurrent(WindowInfo);
// Execute the action
action();
// Must flush the GL calls so the texture is ready for the main context to use
GL.Flush();
GraphicsExtensions.CheckGLError();
// Must make the context not current on this thread or the next thread will get error 170 from the MakeCurrent call
BackgroundContext.MakeCurrent(null);
}
#elif WINDOWS_PHONE
BlockOnContainerThread(Deployment.Current.Dispatcher, action);
#else
ManualResetEventSlim resetEvent = new ManualResetEventSlim(false);
#if MONOMAC
#if PLATFORM_MACOS_LEGACY
MonoMac.AppKit.NSApplication.SharedApplication.BeginInvokeOnMainThread(() =>
#else
AppKit.NSApplication.SharedApplication.BeginInvokeOnMainThread(() =>
#endif
#else
Add(() =>
#endif
{
#if ANDROID
//if (!Game.Instance.Window.GraphicsContext.IsCurrent)
((AndroidGameWindow)Game.Instance.Window).GameView.MakeCurrent();
#endif
action();
resetEvent.Set();
});
resetEvent.Wait();
#endif
#endif
}
#if ANDROID
static void Add(Action action)
{
lock (actions)
{
actions.Add(action);
}
}
/// <summary>
/// Runs all pending actions. Must be called from the UI thread.
/// </summary>
internal static void Run()
{
EnsureUIThread();
lock (actions)
{
foreach (Action action in actions)
{
action();
}
actions.Clear();
}
}
#endif
}
}