2010-04-16 7 views
5

J'ai actuellement un jeu qui prend en grandes images, facilement plus grand que 1 Mo, pour servir d'arrière-plans. Je sais exactement quand cette transition est supposée avoir lieu, donc j'ai créé une classe loader pour gérer le chargement de ces grandes images en arrière-plan, mais quand je charge les images, elle gèle encore le thread principal où le dessin a lieu. Puisque ce code fonctionne sur le 360 ​​j'ai déplacé le fil au 4ème thread matériel, mais cela ne semble pas aider. Voici la classe que j'utilise. Toute idée de la raison pour laquelle mon nouveau gestionnaire de contenu, qui devrait être dans son propre fil, interrompt le tirage au sort dans mon fil principal serait appréciée.XNA Xbox 360 Content Manager Thread geler Filetage

namespace FileSystem 
{ 
/// <summary> 
/// This is used to reference how many objects reference this texture. 
/// Everytime someone references a texture we increase the iNumberOfReferences. 
/// When a class calls remove on a specific texture we check to see if anything 
/// else is referencing the class, if it is we don't remove it. If there isn't 
/// anything referencing the texture its safe to dispose of. 
/// </summary> 
class TextureContainer 
{ 
    public uint uiNumberOfReferences = 0; 
    public Texture2D texture; 
} 

/// <summary> 
/// This class loads all the files from the Content. 
/// </summary> 
static class FileManager 
{ 
    static Microsoft.Xna.Framework.Content.ContentManager Content; 
    static EventWaitHandle wh = new AutoResetEvent(false); 
    static Dictionary<string, TextureContainer> Texture2DResourceDictionary; 
    static List<Texture2D> TexturesToDispose; 
    static List<String> TexturesToLoad; 
    static int iProcessor = 4; 

    private static object threadMutex = new object(); 
    private static object Texture2DMutex = new object(); 
    private static object loadingMutex = new object(); 

    private static bool bLoadingTextures = false; 

    /// <summary> 
    /// Returns if we are loading textures or not. 
    /// </summary> 
    public static bool LoadingTexture 
    { 
     get { 
       lock (loadingMutex) 
       { 
        return bLoadingTextures; 
       } 
      } 
    } 

    /// <summary> 
    /// Since this is an static class. This is the constructor for the file loadeder. This is the version 
    /// for the Xbox 360. 
    /// </summary> 
    /// <param name="_Content"></param> 
    public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor) 
    { 
     Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); 
     Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); 
     TexturesToDispose = new List<Texture2D>(); 
     iProcessor = _iProcessor; 
     CreateThread(); 
    } 

    /// <summary> 
    /// Since this is an static class. This is the constructor for the file loadeder. 
    /// </summary> 
    /// <param name="_Content"></param> 
    public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) 
    { 
     Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); 
     Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); 
     TexturesToDispose = new List<Texture2D>(); 
     CreateThread(); 
    } 

    /// <summary> 
    /// Creates the thread incase we wanted to set up some parameters 
    /// Outside of the constructor. 
    /// </summary> 
    static public void CreateThread() 
    { 
     Thread t = new Thread(new ThreadStart(StartThread)); 
     t.Start(); 

    } 

    // This is the function that we thread. 
    static public void StartThread() 
    { 
     //BBSThreadClass BBSTC = (BBSThreadClass)_oData; 
     FileManager.Execute(); 
    } 

    /// <summary> 
    /// This thread shouldn't be called by the outside world. 
    /// It allows the File Manager to loop. 
    /// </summary> 
    static private void Execute() 
    { 
     // Make sure our thread is on the correct processor on the XBox 360. 
#if WINDOWS 
#else 
     Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); 
     Thread.CurrentThread.IsBackground = true; 
#endif 
     // This loop will load textures into ram for us away from the main thread. 
     while (true) 
     { 
      wh.WaitOne(); 
      // Locking down our data while we process it. 
      lock (threadMutex) 
      { 
       lock (loadingMutex) 
       { 
        bLoadingTextures = true; 
       } 
       bool bContainsKey = false; 
       for (int con = 0; con < TexturesToLoad.Count; con++) 
       { 
        // If we have already loaded the texture into memory reference 
        // the one in the dictionary. 
        lock (Texture2DMutex) 
        { 
         bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); 
        } 

        if (bContainsKey) 
        { 
         // Do nothing 
        } 
        // Otherwise load it into the dictionary and then reference the 
        // copy in the dictionary 
        else 
        { 
         TextureContainer TC = new TextureContainer(); 
         TC.uiNumberOfReferences = 1; // We start out with 1 referece. 
         // Loading the texture into memory. 

         try 
         { 
          TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); 

          // This is passed into the dictionary, thus there is only one copy of 
          // the texture in memory. 

          // There is an issue with Sprite Batch and disposing textures. 
          // This will have to wait until its figured out. 
          lock (Texture2DMutex) 
          { 
           bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); 
           Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); 
          } 
          // We don't have the find the reference to the container since we 
          // already have it. 
         } 
         // Occasionally our texture will already by loaded by another thread while 
         // this thread is operating. This mainly happens on the first level. 
         catch (Exception e) 
         { 
          // If this happens we don't worry about it since this thread only loads 
          // texture data and if its already there we don't need to load it. 
         } 
        } 
        Thread.Sleep(100); 
       } 
      } 
      lock (loadingMutex) 
      { 
       bLoadingTextures = false; 
      } 
     } 
    } 

    static public void LoadTextureList(List<string> _textureList) 
    { 
     // Ensuring that we can't creating threading problems. 
     lock (threadMutex) 
     { 
      TexturesToLoad = _textureList; 
     } 
     wh.Set(); 
    } 

    /// <summary> 
    /// This loads a 2D texture which represents a 2D grid of Texels. 
    /// </summary> 
    /// <param name="_textureName">The name of the picture you wish to load.</param> 
    /// <returns>Holds the image data.</returns> 
    public static Texture2D LoadTexture2D(string _textureName) 
    { 
     TextureContainer temp; 
     lock (Texture2DMutex) 
     { 
      bool bContainsKey = false; 
      // If we have already loaded the texture into memory reference 
      // the one in the dictionary. 
      lock (Texture2DMutex) 
      { 
       bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); 

       if (bContainsKey) 
       { 
        temp = Texture2DResourceDictionary[_textureName]; 
        temp.uiNumberOfReferences++; // Incrementing the number of references 
       } 
       // Otherwise load it into the dictionary and then reference the 
       // copy in the dictionary 
       else 
       { 
        TextureContainer TC = new TextureContainer(); 
        TC.uiNumberOfReferences = 1; // We start out with 1 referece. 
        // Loading the texture into memory. 
        try 
        { 
         TC.texture = Content.Load<Texture2D>(_textureName); 

         // This is passed into the dictionary, thus there is only one copy of 
         // the texture in memory. 
        } 
        // Occasionally our texture will already by loaded by another thread while 
        // this thread is operating. This mainly happens on the first level. 
        catch(Exception e) 
        { 
         temp = Texture2DResourceDictionary[_textureName]; 
         temp.uiNumberOfReferences++; // Incrementing the number of references 
        } 

        // There is an issue with Sprite Batch and disposing textures. 
        // This will have to wait until its figured out. 
        Texture2DResourceDictionary.Add(_textureName, TC); 

        // We don't have the find the reference to the container since we 
        // already have it. 
        temp = TC; 
       } 
      } 
     } 
     // Return a reference to the texture 
     return temp.texture; 
    } 

    /// <summary> 
    /// Go through our dictionary and remove any references to the 
    /// texture passed in. 
    /// </summary> 
    /// <param name="texture">Texture to remove from texture dictionary.</param> 
    public static void RemoveTexture2D(Texture2D texture) 
    { 
     foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) 
     { 
      // Do our references match? 
      if (pair.Value.texture == texture) 
      { 
       // Only one object or less holds a reference to the 
       // texture. Logically it should be safe to remove. 
       if (pair.Value.uiNumberOfReferences <= 1) 
       { 
        // Grabing referenc to texture 
        TexturesToDispose.Add(pair.Value.texture); 
        // We are about to release the memory of the texture, 
        // thus we make sure no one else can call this member 
        // in the dictionary. 
        Texture2DResourceDictionary.Remove(pair.Key); 
        // Once we have removed the texture we don't want to create an exception. 
        // So we will stop looking in the list since it has changed. 
        break; 
       } 
       // More than one Object has a reference to this texture. 
       // So we will not be removing it from memory and instead 
       // simply marking down the number of references by 1. 
       else 
       { 
        pair.Value.uiNumberOfReferences--; 
       } 
      } 
     } 
    } 

    /*public static void DisposeTextures() 
    { 
     int Count = TexturesToDispose.Count; 
     // If there are any textures to dispose of. 
     if (Count > 0) 
     { 
      for (int con = 0; con < TexturesToDispose.Count; con++) 
      { 
       // =!THIS REMOVES THE TEXTURE FROM MEMORY!= 
       // This is not like a normal dispose. This will actually 
       // remove the object from memory. Texture2D is inherited 
       // from GraphicsResource which removes it self from 
       // memory on dispose. Very nice for game efficency, 
       // but "dangerous" in managed land. 
       Texture2D Temp = TexturesToDispose[con]; 
       Temp.Dispose(); 
      } 
      // Remove textures we've already disposed of. 
      TexturesToDispose.Clear(); 
     } 
    }*/ 

    /// <summary> 
    /// This loads a 2D texture which represnets a font. 
    /// </summary> 
    /// <param name="_textureName">The name of the font you wish to load.</param> 
    /// <returns>Holds the font data.</returns> 
    public static SpriteFont LoadFont(string _fontName) 
    { 
     SpriteFont temp = Content.Load<SpriteFont>(_fontName); 
     return temp; 
    } 

    /// <summary> 
    /// This loads an XML document. 
    /// </summary> 
    /// <param name="_textureName">The name of the XML document you wish to load.</param> 
    /// <returns>Holds the XML data.</returns> 
    public static XmlDocument LoadXML(string _fileName) 
    { 
     XmlDocument temp = Content.Load<XmlDocument>(_fileName); 
     return temp; 
    } 

    /// <summary> 
    /// This loads a sound file. 
    /// </summary> 
    /// <param name="_fileName"></param> 
    /// <returns></returns> 
    public static SoundEffect LoadSound(string _fileName) 
    { 
     SoundEffect temp = Content.Load<SoundEffect>(_fileName); 
     return temp; 
    } 
} 
} 

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2

Depuis le blog: Lock Contention during Load Screen Animations par Shawn Hargreaves

Voici des dragons! Le code ci-dessus fonctionnera , mais risque de charger votre des centaines de fois plus lentement.

La raison est que chaque fois que vous touchez l'appareil graphique à partir d'un fil différent, le cadre se une section critique, afin d'éviter heisenbadness. Si l'animation est constamment redessiner, l'animation fil sera à peu près toujours posséder ce verrou, donc chaque fois que votre charge de la fonction veut créer un graphique ressource comme un tampon texture, sommet ou shaders, il doit attendre jusqu'à ce que le thread d'animation le libère. Cette peut prendre un certain temps si le fil d'animation est juste en boucle constamment sur le même morceau de code de tirage!

La solution est de ralentir votre fil d'animation en insérant un sommeil appel, qui l'arrête monopolisant l'appareil graphique.

Dans votre cas, cependant, parce que vous chargez de très grandes textures contiguës, vous aurez juste besoin de redessiner votre fonction de chargement pour se produire lorsque l'utilisateur n'a pas besoin de voir toutes les animations, car vous y attendez d'être un verrou.

+0

Cela ne va-t-il pas bloquer tous les tirages? Je ne change pas vraiment de textures dans le dessin en dessinant à partir des mêmes pointeurs déjà en mémoire. – Alikar

+0

Mais le problème est que pendant que vous chargez les textures plus grandes, il verrouille le périphérique graphique, ce qui oblige la méthode draw à attendre que le chargement de la texture soit terminé –

1

Sans voir le reste du code, c'est difficile à dire, mais je suppose que vous avez des conflits de verrous quelque part. J'ai fait un test rapide du chargement de 10 modèles massifs (environ 5 secondes de chargement) et j'ai pu les charger sur un fil séparé sans mettre le fil principal en pause.

0

Le problème était que je charge une grande quantité de graphiques plus petits dans le fil principal. J'ai ajouté ceux-ci à la liste pour le chargement dans le fil et les problèmes sont partis.

Donc vous les réponses précédentes étaient correctes. Je n'utilisais tout simplement pas les choses correctement.