use threadpool on C API
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@@ -1,6 +1,7 @@
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import 'dart:async';
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import 'dart:ffi';
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import 'dart:io';
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import 'dart:isolate';
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import 'dart:ui' as ui;
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import 'package:ffi/ffi.dart';
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@@ -38,11 +39,17 @@ class FilamentController {
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late FilamentViewer _viewer;
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late AssetManager _assetManager;
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final TickerProvider _tickerProvider;
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Ticker? _ticker;
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bool _rendering = false;
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FilamentController(this._tickerProvider) {
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final _port = ReceivePort();
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///
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/// This now uses an FFI implementation.
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/// Platform channels are only used to setup the context/texture (since this is platform-specific) and the render ticker.
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/// All other methods directly invoke the FFI functions defined in PolyvoxFilamentApi.cpp,
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/// which itself uses a threadpool so that calls are run on a separate thread.
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///
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FilamentController() {
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_channel.setMethodCallHandler((call) async {
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throw Exception("Unknown method channel invocation ${call.method}");
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});
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@@ -63,6 +70,7 @@ class FilamentController {
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Future setRendering(bool render) async {
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_rendering = render;
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_channel.invokeMethod("setRendering", render);
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}
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void render() {
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@@ -78,7 +86,13 @@ class FilamentController {
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_pixelRatio = ratio;
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}
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Future createTextureViewer(int width, int height) async {
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Future createViewer(int width, int height) async {
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// if (_viewer.address == 0) {
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// throw Exception("TODO");
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// }
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_nativeLibrary.init_dart_api_dl(NativeApi.initializeApiDLData);
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_nativeLibrary.register_filament_port(_port.sendPort.nativePort);
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size = ui.Size(width * _pixelRatio, height * _pixelRatio);
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_textureId =
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await _channel.invokeMethod("createTexture", [size.width, size.height]);
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@@ -86,19 +100,15 @@ class FilamentController {
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var glContext =
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Pointer<Void>.fromAddress(await _channel.invokeMethod("getContext"));
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final loadResource = Pointer<
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NativeFunction<ResourceBuffer Function(Pointer<Char>)>>.fromAddress(
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await _channel.invokeMethod("getLoadResourceFn"));
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print("got $loadResource loadResource");
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var freeResource =
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Pointer<NativeFunction<Void Function(Uint32)>>.fromAddress(
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await _channel.invokeMethod("getFreeResourceFn"));
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_viewer = _nativeLibrary.create_filament_viewer(
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glContext, loadResource, freeResource);
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// don't pass a surface to the SwapChain as we are effectively creating a headless SwapChain that will render into a RenderTarget associated with a texture
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_nativeLibrary.create_swap_chain(
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_viewer, nullptr, size.width.toInt(), size.height.toInt());
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@@ -112,14 +122,8 @@ class FilamentController {
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_initialized.complete(true);
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_assetManager = _nativeLibrary.get_asset_manager(_viewer);
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print("got asset maanger $_assetManager");
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_ticker = _tickerProvider.createTicker((elapsed) {
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if (_rendering) {
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render();
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}
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});
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_ticker!.start();
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await _channel.invokeMethod("setRenderTicker", _viewer.address);
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}
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Future resize(int width, int height,
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@@ -358,7 +362,6 @@ class FilamentController {
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void playAnimation(FilamentEntity asset, int index,
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{bool loop = false, bool reverse = false}) async {
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print("Playing animation @ $index");
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_nativeLibrary.play_animation(
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_assetManager, asset, index, loop ? 1 : 0, reverse ? 1 : 0);
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}
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