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2 Commits

Author SHA1 Message Date
cc3f430bab
rework tc and move tcs out of cg into main screen, rework render pp
now respecting animation timing
2024-02-05 16:06:12 +01:00
139db5b03b
faster texture cache loading in low fps modes 2024-02-05 12:50:36 +01:00
9 changed files with 206 additions and 53 deletions

@ -1 +1 @@
Subproject commit 2d73c7272c3c254086fa067ccfdfb4072c20f7c9
Subproject commit 9ca6adee4f6f01d83fd1f5ece5c4b84396079ccc

@ -1 +1 @@
Subproject commit 20af7dd705fe1be68f7678292125620d48aa278b
Subproject commit a1f5add8d347da2eb8acb812cd6dbcb36a46778d

@ -1 +1 @@
Subproject commit 390b123fb7380e5da30954d1b0a337208407f40d
Subproject commit d304d719e9b7c3c40d32fc45993f0ccfd34c556e

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@ -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) {
@ -136,20 +138,7 @@ ChatGui4::~ChatGui4(void) {
//}
}
void 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();
float ChatGui4::render(float time_delta) {
_fss.render();
_sip.render(time_delta);
@ -627,8 +616,7 @@ void ChatGui4::render(float time_delta) {
}
ImGui::End();
_contact_tc.workLoadQueue();
_msg_tc.workLoadQueue();
return 1000.f; // TODO: higher min fps?
}
void ChatGui4::sendFilePath(const char* file_path) {

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@ -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;
@ -52,12 +54,14 @@ class ChatGui4 {
ConfigModelI& conf,
RegistryMessageModel& rmm,
Contact3Registry& cr,
TextureUploaderI& tu
TextureUploaderI& tu,
ContactTextureCache& contact_tc,
MessageTextureCache& msg_tc
);
~ChatGui4(void);
public:
void render(float time_delta);
float render(float time_delta);
public:
bool any_unread {false};

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@ -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)
@ -168,7 +174,22 @@ Screen* MainScreen::render(float time_delta, bool&) {
const float pm_interval = pm.render(time_delta); // render
cg.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
tdch.render(); // render
@ -217,20 +238,136 @@ Screen* MainScreen::render(float time_delta, bool&) {
ImGui::ShowDemoWindow();
}
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
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 (unfinished_work_queue) {
tc_unfinished_queue_interval = 0.1f; // so we can get images loaded faster
} else {
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
)
) {
_render_interval = std::min<float>(1.f/1.f, pm_interval);
;
// 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 {
_render_interval = std::min<float>(1.f/60.f, pm_interval);
// 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;

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@ -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;

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@ -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);
} while (true);
} else {
timestamp_last_rendered = ts_now;
return std::numeric_limits<int64_t>::max(); // static image
}
}

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@ -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) {
@ -162,16 +168,22 @@ struct TextureCache {
}
}
void workLoadQueue(void) {
for (auto it = _to_load.begin(); it != _to_load.end(); it++) {
// returns true if there is still work queued up
bool workLoadQueue(void) {
auto it = _to_load.begin();
for (; it != _to_load.end(); it++) {
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
}
}
// peak
return it != _to_load.end();
}
};