rework tc and move tcs out of cg into main screen, rework render pp
now respecting animation timing
This commit is contained in:
parent
139db5b03b
commit
cc3f430bab
@ -37,7 +37,7 @@ namespace Components {
|
||||
|
||||
} // Components
|
||||
|
||||
static float lerp(float a, float b, float t) {
|
||||
static constexpr float lerp(float a, float b, float t) {
|
||||
return a + t * (b - a);
|
||||
}
|
||||
|
||||
@ -121,8 +121,10 @@ ChatGui4::ChatGui4(
|
||||
ConfigModelI& conf,
|
||||
RegistryMessageModel& rmm,
|
||||
Contact3Registry& cr,
|
||||
TextureUploaderI& tu
|
||||
) : _conf(conf), _rmm(rmm), _cr(cr), _tal(_cr), _contact_tc(_tal, tu), _msg_tc(_mil, tu), _sip(tu) {
|
||||
TextureUploaderI& tu,
|
||||
ContactTextureCache& contact_tc,
|
||||
MessageTextureCache& msg_tc
|
||||
) : _conf(conf), _rmm(rmm), _cr(cr), _contact_tc(contact_tc), _msg_tc(msg_tc), _sip(tu) {
|
||||
}
|
||||
|
||||
ChatGui4::~ChatGui4(void) {
|
||||
@ -137,19 +139,6 @@ ChatGui4::~ChatGui4(void) {
|
||||
}
|
||||
|
||||
float ChatGui4::render(float time_delta) {
|
||||
if (!_cr.storage<Contact::Components::TagAvatarInvalidate>().empty()) { // handle force-reloads for avatars
|
||||
std::vector<Contact3> to_purge;
|
||||
_cr.view<Contact::Components::TagAvatarInvalidate>().each([&to_purge](const Contact3 c) {
|
||||
to_purge.push_back(c);
|
||||
});
|
||||
_cr.remove<Contact::Components::TagAvatarInvalidate>(to_purge.cbegin(), to_purge.cend());
|
||||
_contact_tc.invalidate(to_purge);
|
||||
}
|
||||
// ACTUALLY NOT IF RENDERED, MOVED LOGIC TO ABOVE
|
||||
// it might unload textures, so it needs to be done before rendering
|
||||
_contact_tc.update();
|
||||
_msg_tc.update();
|
||||
|
||||
_fss.render();
|
||||
_sip.render(time_delta);
|
||||
|
||||
@ -627,14 +616,7 @@ float ChatGui4::render(float time_delta) {
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
bool unfinished_work_queue = _contact_tc.workLoadQueue();
|
||||
unfinished_work_queue = unfinished_work_queue || _msg_tc.workLoadQueue();
|
||||
|
||||
if (unfinished_work_queue) {
|
||||
return 0.1f; // so we can get images loaded faster
|
||||
} else {
|
||||
return 1.f; // TODO: higher min fps?
|
||||
}
|
||||
return 1000.f; // TODO: higher min fps?
|
||||
}
|
||||
|
||||
void ChatGui4::sendFilePath(const char* file_path) {
|
||||
|
@ -9,7 +9,8 @@
|
||||
#include "./message_image_loader.hpp"
|
||||
#include "./file_selector.hpp"
|
||||
#include "./send_image_popup.hpp"
|
||||
#include "entt/container/dense_map.hpp"
|
||||
|
||||
#include <entt/container/dense_map.hpp>
|
||||
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
@ -17,15 +18,16 @@
|
||||
#include <mutex>
|
||||
#include <memory>
|
||||
|
||||
using ContactTextureCache = TextureCache<void*, Contact3, ToxAvatarLoader>;
|
||||
using MessageTextureCache = TextureCache<void*, Message3Handle, MessageImageLoader>;
|
||||
|
||||
class ChatGui4 {
|
||||
ConfigModelI& _conf;
|
||||
RegistryMessageModel& _rmm;
|
||||
Contact3Registry& _cr;
|
||||
|
||||
ToxAvatarLoader _tal;
|
||||
TextureCache<void*, Contact3, ToxAvatarLoader> _contact_tc;
|
||||
MessageImageLoader _mil;
|
||||
TextureCache<void*, Message3Handle, MessageImageLoader> _msg_tc;
|
||||
ContactTextureCache& _contact_tc;
|
||||
MessageTextureCache& _msg_tc;
|
||||
|
||||
FileSelector _fss;
|
||||
SendImagePopup _sip;
|
||||
@ -52,7 +54,9 @@ class ChatGui4 {
|
||||
ConfigModelI& conf,
|
||||
RegistryMessageModel& rmm,
|
||||
Contact3Registry& cr,
|
||||
TextureUploaderI& tu
|
||||
TextureUploaderI& tu,
|
||||
ContactTextureCache& contact_tc,
|
||||
MessageTextureCache& msg_tc
|
||||
);
|
||||
~ChatGui4(void);
|
||||
|
||||
|
@ -1,5 +1,7 @@
|
||||
#include "./main_screen.hpp"
|
||||
|
||||
#include <solanaceae/contact/components.hpp>
|
||||
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
@ -21,7 +23,11 @@ MainScreen::MainScreen(SDL_Renderer* renderer_, std::string save_path, std::stri
|
||||
mmil(rmm),
|
||||
tam(rmm, cr, conf),
|
||||
sdlrtu(renderer_),
|
||||
cg(conf, rmm, cr, sdlrtu),
|
||||
tal(cr),
|
||||
contact_tc(tal, sdlrtu),
|
||||
mil(),
|
||||
msg_tc(mil, sdlrtu),
|
||||
cg(conf, rmm, cr, sdlrtu, contact_tc, msg_tc),
|
||||
sw(conf),
|
||||
tuiu(tc, conf),
|
||||
tdch(tpi)
|
||||
@ -168,6 +174,21 @@ Screen* MainScreen::render(float time_delta, bool&) {
|
||||
|
||||
const float pm_interval = pm.render(time_delta); // render
|
||||
|
||||
// TODO: move this somewhere else!!!
|
||||
// needs both tal and tc <.<
|
||||
if (!cr.storage<Contact::Components::TagAvatarInvalidate>().empty()) { // handle force-reloads for avatars
|
||||
std::vector<Contact3> to_purge;
|
||||
cr.view<Contact::Components::TagAvatarInvalidate>().each([&to_purge](const Contact3 c) {
|
||||
to_purge.push_back(c);
|
||||
});
|
||||
cr.remove<Contact::Components::TagAvatarInvalidate>(to_purge.cbegin(), to_purge.cend());
|
||||
contact_tc.invalidate(to_purge);
|
||||
}
|
||||
// ACTUALLY NOT IF RENDERED, MOVED LOGIC TO ABOVE
|
||||
// it might unload textures, so it needs to be done before rendering
|
||||
const float ctc_interval = contact_tc.update();
|
||||
const float msgtc_interval = msg_tc.update();
|
||||
|
||||
const float cg_interval = cg.render(time_delta); // render
|
||||
sw.render(); // render
|
||||
tuiu.render(); // render
|
||||
@ -217,22 +238,136 @@ Screen* MainScreen::render(float time_delta, bool&) {
|
||||
ImGui::ShowDemoWindow();
|
||||
}
|
||||
|
||||
_render_interval = std::min<float>(pm_interval, cg_interval);
|
||||
float tc_unfinished_queue_interval;
|
||||
{ // load rendered but not loaded textures
|
||||
bool unfinished_work_queue = contact_tc.workLoadQueue();
|
||||
unfinished_work_queue = unfinished_work_queue || msg_tc.workLoadQueue();
|
||||
|
||||
if (
|
||||
_fps_perf_mode > 1 // TODO: magic
|
||||
) {
|
||||
// powersave forces 250ms
|
||||
_render_interval = 1.f/4.f;
|
||||
} else if (
|
||||
_time_since_event > 1.f && ( // 1sec cool down
|
||||
_fps_perf_mode == 1 || // TODO: magic
|
||||
_window_hidden
|
||||
)
|
||||
) {
|
||||
_render_interval = std::min<float>(1.f/1.f, _render_interval);
|
||||
if (unfinished_work_queue) {
|
||||
tc_unfinished_queue_interval = 0.1f; // so we can get images loaded faster
|
||||
} else {
|
||||
_render_interval = std::min<float>(1.f/60.f, _render_interval);
|
||||
tc_unfinished_queue_interval = 1.f; // TODO: higher min fps?
|
||||
}
|
||||
}
|
||||
|
||||
// calculate interval for next frame
|
||||
// normal:
|
||||
// - if < 1.5sec since last event
|
||||
// - min all and clamp(1/60, 1/1)
|
||||
// - if < 30sec since last event
|
||||
// - min all (anim + everything else) clamp(1/60, 1/1) (maybe less?)
|
||||
// - else
|
||||
// - min without anim and clamp(1/60, 1/1) (maybe more?)
|
||||
// reduced:
|
||||
// - if < 1sec since last event
|
||||
// - min all and clamp(1/60, 1/1)
|
||||
// - if < 10sec since last event
|
||||
// - min all (anim + everything else) clamp(1/10, 1/1)
|
||||
// - else
|
||||
// - min without anim and max clamp(1/10, 1/1)
|
||||
// powersave:
|
||||
// - if < 0sec since last event
|
||||
// - (ignored)
|
||||
// - if < 1sec since last event
|
||||
// - min all (anim + everything else) clamp(1/8, 1/1)
|
||||
// - else
|
||||
// - min without anim and clamp(1/1, 1/1)
|
||||
struct PerfProfileRender {
|
||||
float low_delay_window {1.5f};
|
||||
float low_delay_min {1.f/60.f};
|
||||
float low_delay_max {1.f/30.f};
|
||||
|
||||
float mid_delay_window {30.f};
|
||||
float mid_delay_min {1.f/60.f};
|
||||
float mid_delay_max {1.f/2.f};
|
||||
|
||||
// also when main window hidden
|
||||
float else_delay_min {1.f/60.f};
|
||||
float else_delay_max {1.f/2.f};
|
||||
};
|
||||
|
||||
const static PerfProfileRender normalPerfProfile{
|
||||
//1.5f, // low_delay_window
|
||||
//1.f/60.f, // low_delay_min
|
||||
//1.f/30.f, // low_delay_max
|
||||
|
||||
//30.f, // mid_delay_window
|
||||
//1.f/60.f, // mid_delay_min
|
||||
//1.f/2.f, // mid_delay_max
|
||||
|
||||
//1.f/60.f, // else_delay_min
|
||||
//1.f/2.f, // else_delay_max
|
||||
};
|
||||
const static PerfProfileRender reducedPerfProfile{
|
||||
1.f, // low_delay_window
|
||||
1.f/60.f, // low_delay_min
|
||||
1.f/30.f, // low_delay_max
|
||||
|
||||
10.f, // mid_delay_window
|
||||
1.f/10.f, // mid_delay_min
|
||||
1.f/4.f, // mid_delay_max
|
||||
|
||||
1.f/10.f, // else_delay_min
|
||||
1.f, // else_delay_max
|
||||
};
|
||||
// TODO: fix powersave by adjusting it in the events handler (make ppr member)
|
||||
const static PerfProfileRender powersavePerfProfile{
|
||||
// no window -> ignore first case
|
||||
0.f, // low_delay_window
|
||||
1.f, // low_delay_min
|
||||
1.f, // low_delay_max
|
||||
|
||||
1.f, // mid_delay_window
|
||||
1.f/8.f, // mid_delay_min
|
||||
1.f/4.f, // mid_delay_max
|
||||
|
||||
1.f, // else_delay_min
|
||||
1.f, // else_delay_max
|
||||
};
|
||||
|
||||
const PerfProfileRender& curr_profile =
|
||||
// TODO: magic
|
||||
_fps_perf_mode > 1
|
||||
? powersavePerfProfile
|
||||
: (
|
||||
_fps_perf_mode == 1
|
||||
? reducedPerfProfile
|
||||
: normalPerfProfile
|
||||
)
|
||||
;
|
||||
|
||||
// min over non animations in all cases
|
||||
_render_interval = std::min<float>(pm_interval, cg_interval);
|
||||
_render_interval = std::min<float>(_render_interval, tc_unfinished_queue_interval);
|
||||
|
||||
// low delay time window
|
||||
if (!_window_hidden && _time_since_event < curr_profile.low_delay_window) {
|
||||
_render_interval = std::min<float>(_render_interval, ctc_interval);
|
||||
_render_interval = std::min<float>(_render_interval, msgtc_interval);
|
||||
|
||||
_render_interval = std::clamp(
|
||||
_render_interval,
|
||||
curr_profile.low_delay_min,
|
||||
curr_profile.low_delay_max
|
||||
);
|
||||
// mid delay time window
|
||||
} else if (!_window_hidden && _time_since_event < curr_profile.mid_delay_window) {
|
||||
_render_interval = std::min<float>(_render_interval, ctc_interval);
|
||||
_render_interval = std::min<float>(_render_interval, msgtc_interval);
|
||||
|
||||
_render_interval = std::clamp(
|
||||
_render_interval,
|
||||
curr_profile.mid_delay_min,
|
||||
curr_profile.mid_delay_max
|
||||
);
|
||||
// timed out or window hidden
|
||||
} else {
|
||||
// no animation timing here
|
||||
_render_interval = std::clamp(
|
||||
_render_interval,
|
||||
curr_profile.else_delay_min,
|
||||
curr_profile.else_delay_max
|
||||
);
|
||||
}
|
||||
|
||||
_time_since_event += time_delta;
|
||||
|
@ -21,6 +21,10 @@
|
||||
#include "./tox_avatar_manager.hpp"
|
||||
|
||||
#include "./sdlrenderer_texture_uploader.hpp"
|
||||
#include "./texture_cache.hpp"
|
||||
#include "./tox_avatar_loader.hpp"
|
||||
#include "./message_image_loader.hpp"
|
||||
|
||||
#include "./chat_gui4.hpp"
|
||||
#include "./settings_window.hpp"
|
||||
#include "./tox_ui_utils.hpp"
|
||||
@ -61,6 +65,11 @@ struct MainScreen final : public Screen {
|
||||
SDLRendererTextureUploader sdlrtu;
|
||||
//OpenGLTextureUploader ogltu;
|
||||
|
||||
ToxAvatarLoader tal;
|
||||
TextureCache<void*, Contact3, ToxAvatarLoader> contact_tc;
|
||||
MessageImageLoader mil;
|
||||
TextureCache<void*, Message3Handle, MessageImageLoader> msg_tc;
|
||||
|
||||
ChatGui4 cg;
|
||||
SettingsWindow sw;
|
||||
ToxUIUtils tuiu;
|
||||
|
@ -2,8 +2,9 @@
|
||||
|
||||
#include <chrono>
|
||||
#include <array>
|
||||
#include <limits>
|
||||
|
||||
void TextureEntry::doAnimation(const int64_t ts_now) {
|
||||
int64_t TextureEntry::doAnimation(const int64_t ts_now) {
|
||||
if (frame_duration.size() > 1) { // is animation
|
||||
do { // why is this loop so ugly
|
||||
const int64_t duration = getDuration();
|
||||
@ -11,11 +12,13 @@ void TextureEntry::doAnimation(const int64_t ts_now) {
|
||||
timestamp_last_rendered += duration;
|
||||
next();
|
||||
} else {
|
||||
break;
|
||||
// return ts for next frame
|
||||
return timestamp_last_rendered + duration;
|
||||
}
|
||||
} while (true);
|
||||
} else {
|
||||
timestamp_last_rendered = ts_now;
|
||||
return std::numeric_limits<int64_t>::max(); // static image
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -50,7 +50,8 @@ struct TextureEntry {
|
||||
current_texture = (current_texture + 1) % frame_duration.size();
|
||||
}
|
||||
|
||||
void doAnimation(const int64_t ts_now);
|
||||
// returns ts for next frame
|
||||
int64_t doAnimation(const int64_t ts_now);
|
||||
|
||||
template<typename TextureType>
|
||||
TextureType getID(void) {
|
||||
@ -133,14 +134,16 @@ struct TextureCache {
|
||||
}
|
||||
}
|
||||
|
||||
void update(void) {
|
||||
float update(void) {
|
||||
const uint64_t ts_now = Message::getTimeMS();
|
||||
uint64_t ts_min_next = ts_now + ms_before_purge;
|
||||
|
||||
std::vector<KeyType> to_purge;
|
||||
for (auto&& [key, te] : _cache) {
|
||||
if (te.rendered_this_frame) {
|
||||
te.doAnimation(ts_now);
|
||||
const uint64_t ts_next = te.doAnimation(ts_now);
|
||||
te.rendered_this_frame = false;
|
||||
ts_min_next = std::min(ts_min_next, ts_next);
|
||||
} else if (_cache.size() > min_count_before_purge && ts_now - te.timestamp_last_rendered >= ms_before_purge) {
|
||||
to_purge.push_back(key);
|
||||
}
|
||||
@ -148,7 +151,10 @@ struct TextureCache {
|
||||
|
||||
invalidate(to_purge);
|
||||
|
||||
// we ignore the default texture ts :)
|
||||
_default_texture.doAnimation(ts_now);
|
||||
|
||||
return (ts_min_next - ts_now) / 1000.f;
|
||||
}
|
||||
|
||||
void invalidate(const std::vector<KeyType>& to_purge) {
|
||||
@ -169,14 +175,14 @@ struct TextureCache {
|
||||
auto new_entry_opt = _l.load(_tu, *it);
|
||||
if (new_entry_opt.has_value()) {
|
||||
_cache.emplace(*it, new_entry_opt.value());
|
||||
_to_load.erase(it);
|
||||
// TODO: not a good idea
|
||||
it = _to_load.erase(it);
|
||||
|
||||
// TODO: not a good idea?
|
||||
break; // end load from queue/onlyload 1 per update
|
||||
}
|
||||
}
|
||||
|
||||
it++;
|
||||
|
||||
// peak
|
||||
return it != _to_load.end();
|
||||
}
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user