test: Add flag to suspend drawing when occluded

Add the flag "--suspend-when-occluded" to testgl, testgles2, and testsprite, which, when used, will suspend rendering and throttle the event loop when the occlusion flag is set on the window.
This commit is contained in:
Frank Praznik 2023-06-25 10:18:58 -04:00
parent 44536b7537
commit ef4ce8cec5
3 changed files with 97 additions and 18 deletions

View File

@ -31,6 +31,7 @@ typedef struct GL_Context
static SDLTest_CommonState *state;
static SDL_GLContext context;
static GL_Context ctx;
static SDL_bool suspend_when_occluded;
static int LoadContext(GL_Context *data)
{
@ -237,12 +238,15 @@ int main(int argc, char *argv[])
} else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i + 1 < argc) {
accel = SDL_atoi(argv[i + 1]);
consumed = 2;
} else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
suspend_when_occluded = SDL_TRUE;
consumed = 1;
} else {
consumed = -1;
}
}
if (consumed < 0) {
static const char *options[] = { "[--fsaa n]", "[--accel n]", NULL };
static const char *options[] = { "[--fsaa n]", "[--accel n]", "[--suspend-when-occluded]", NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
@ -386,6 +390,7 @@ int main(int argc, char *argv[])
done = 0;
while (!done) {
SDL_bool update_swap_interval = SDL_FALSE;
int active_windows = 0;
/* Check for events */
++frames;
@ -408,9 +413,11 @@ int main(int argc, char *argv[])
for (i = 0; i < state->num_windows; ++i) {
int w, h;
if (state->windows[i] == NULL) {
if (state->windows[i] == NULL ||
(suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
continue;
}
++active_windows;
SDL_GL_MakeCurrent(state->windows[i], context);
if (update_swap_interval) {
SDL_GL_SetSwapInterval(swap_interval);
@ -420,6 +427,11 @@ int main(int argc, char *argv[])
Render();
SDL_GL_SwapWindow(state->windows[i]);
}
/* If all windows are occluded, throttle event polling to 15hz. */
if (!active_windows) {
SDL_DelayNS(SDL_NS_PER_SECOND / 15);
}
}
/* Print out some timing information */

View File

@ -46,9 +46,18 @@ typedef struct shader_data
GLuint color_buffer;
} shader_data;
typedef enum wait_state
{
WAIT_STATE_GO = 0,
WAIT_STATE_ENTER_SEM,
WAIT_STATE_WAITING_ON_SEM,
} wait_state;
typedef struct thread_data
{
SDL_Thread *thread;
SDL_Semaphore *suspend_sem;
SDL_AtomicInt suspended;
int done;
int index;
} thread_data;
@ -56,6 +65,7 @@ typedef struct thread_data
static SDLTest_CommonState *state;
static SDL_GLContext *context = NULL;
static int depth = 16;
static SDL_bool suspend_when_occluded;
static GLES2_Context ctx;
static int LoadContext(GLES2_Context *data)
@ -557,6 +567,9 @@ render_thread_fn(void *render_ctx)
thread_data *thread = render_ctx;
while (!done && !thread->done && state->windows[thread->index]) {
if (SDL_AtomicCAS(&thread->suspended, WAIT_STATE_ENTER_SEM, WAIT_STATE_WAITING_ON_SEM)) {
SDL_WaitSemaphore(thread->suspend_sem);
}
render_window(thread->index);
}
@ -564,29 +577,54 @@ render_thread_fn(void *render_ctx)
return 0;
}
static thread_data *GetThreadDataForWindow(SDL_WindowID id)
{
int i;
SDL_Window *window = SDL_GetWindowFromID(id);
if (window) {
for (i = 0; i < state->num_windows; ++i) {
if (window == state->windows[i]) {
return &threads[i];
}
}
}
return NULL;
}
static void
loop_threaded(void)
{
SDL_Event event;
int i;
thread_data *tdata;
/* Wait for events */
while (SDL_WaitEvent(&event) && !done) {
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) {
SDL_Window *window = SDL_GetWindowFromID(event.window.windowID);
if (window) {
for (i = 0; i < state->num_windows; ++i) {
if (window == state->windows[i]) {
/* Stop the render thread when the window is closed */
threads[i].done = 1;
if (threads[i].thread) {
SDL_WaitThread(threads[i].thread, NULL);
threads[i].thread = NULL;
}
break;
}
if (suspend_when_occluded && event.type == SDL_EVENT_WINDOW_OCCLUDED) {
tdata = GetThreadDataForWindow(event.window.windowID);
if (tdata) {
SDL_AtomicCAS(&tdata->suspended, WAIT_STATE_GO, WAIT_STATE_ENTER_SEM);
}
} else if (suspend_when_occluded && event.type == SDL_EVENT_WINDOW_EXPOSED) {
tdata = GetThreadDataForWindow(event.window.windowID);
if (tdata) {
if (SDL_AtomicSet(&tdata->suspended, WAIT_STATE_GO) == WAIT_STATE_WAITING_ON_SEM) {
SDL_PostSemaphore(tdata->suspend_sem);
}
}
} else if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) {
tdata = GetThreadDataForWindow(event.window.windowID);
if (tdata) {
/* Stop the render thread when the window is closed */
tdata->done = 1;
if (tdata->thread) {
SDL_AtomicSet(&tdata->suspended, WAIT_STATE_GO);
SDL_PostSemaphore(tdata->suspend_sem);
SDL_WaitThread(tdata->thread, NULL);
tdata->thread = NULL;
SDL_DestroySemaphore(tdata->suspend_sem);
}
break;
}
}
SDLTest_CommonEvent(state, &event, &done);
}
@ -598,6 +636,7 @@ loop(void)
{
SDL_Event event;
int i;
int active_windows = 0;
/* Check for events */
while (SDL_PollEvent(&event) && !done) {
@ -605,6 +644,11 @@ loop(void)
}
if (!done) {
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL ||
(suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
continue;
}
++active_windows;
render_window(i);
}
}
@ -613,6 +657,11 @@ loop(void)
emscripten_cancel_main_loop();
}
#endif
/* If all windows are occluded, throttle event polling to 15hz. */
if (!done && !active_windows) {
SDL_DelayNS(SDL_NS_PER_SECOND / 15);
}
}
int main(int argc, char *argv[])
@ -649,6 +698,9 @@ int main(int argc, char *argv[])
} else if (SDL_strcasecmp(argv[i], "--threaded") == 0) {
++threaded;
consumed = 1;
} else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
suspend_when_occluded = SDL_TRUE;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
i++;
if (!argv[i]) {
@ -667,7 +719,7 @@ int main(int argc, char *argv[])
}
}
if (consumed < 0) {
static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", "[--threaded]", NULL };
static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", "[--threaded]", "[--suspend-when-occluded]",NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
@ -869,6 +921,8 @@ int main(int argc, char *argv[])
/* Start a render thread for each window */
for (i = 0; i < state->num_windows; ++i) {
threads[i].index = i;
SDL_AtomicSet(&threads[i].suspended, 0);
threads[i].suspend_sem = SDL_CreateSemaphore(0);
threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]);
}

View File

@ -42,6 +42,7 @@ static Uint64 next_fps_check;
static Uint32 frames;
static const int fps_check_delay = 5000;
static int use_rendergeometry = 0;
static SDL_bool suspend_when_occluded;
/* Number of iterations to move sprites - used for visual tests. */
/* -1: infinite random moves (default); >=0: enables N deterministic moves */
@ -398,6 +399,7 @@ static void loop(void)
{
Uint64 now;
int i;
int active_windows = 0;
SDL_Event event;
/* Check for events */
@ -405,9 +407,11 @@ static void loop(void)
SDLTest_CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL) {
if (state->windows[i] == NULL ||
(suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
continue;
}
++active_windows;
MoveSprites(state->renderers[i], sprites[i]);
}
#ifdef __EMSCRIPTEN__
@ -416,6 +420,11 @@ static void loop(void)
}
#endif
/* If all windows are occluded, throttle the event polling to 15hz. */
if (!done && !active_windows) {
SDL_DelayNS(SDL_NS_PER_SECOND / 15);
}
frames++;
now = SDL_GetTicks();
if (now >= next_fps_check) {
@ -485,6 +494,9 @@ int main(int argc, char *argv[])
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
cycle_alpha = SDL_TRUE;
consumed = 1;
} else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
suspend_when_occluded = SDL_TRUE;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
@ -512,6 +524,7 @@ int main(int argc, char *argv[])
"[--blend none|blend|add|mod|mul|sub]",
"[--cyclecolor]",
"[--cyclealpha]",
"[--suspend-when-occluded]",
"[--iterations N]",
"[--use-rendergeometry mode1|mode2]",
"[num_sprites]",