Dispatch the Diamond-Square render pass onto a worker queue to keep the main thread free

This commit is contained in:
Eryn Wells 2018-11-10 20:57:23 -05:00
parent 6a43c10b9f
commit cb16b84ab9
2 changed files with 26 additions and 16 deletions

View file

@ -34,14 +34,13 @@ class Renderer: NSObject, MTKViewDelegate {
let inFlightSemaphore = DispatchSemaphore(value: maxBuffersInFlight)
let regenerationSemaphore = DispatchSemaphore(value: 1)
let generatorQueue = DispatchQueue(label: "me.erynwells.Terrain.generatorQueue")
var uniformBufferOffset = 0
var uniformBufferIndex = 0
var uniforms: UnsafeMutablePointer<Uniforms>
var projectionMatrix: matrix_float4x4 = matrix_float4x4()
var rotation: Float = 0
var terrain: Terrain
@ -142,7 +141,13 @@ class Renderer: NSObject, MTKViewDelegate {
func scheduleAlgorithmIteration() {
regenerationSemaphore.wait()
iterateTerrainAlgorithm = true
if !terrain.generator.needsGPU {
generatorQueue.async {
print("Rendering terrain...")
self.terrain.generator.render()
print("Rendering terrain...complete!")
}
}
regenerationSemaphore.signal()
}
@ -161,9 +166,6 @@ class Renderer: NSObject, MTKViewDelegate {
if iterateTerrainAlgorithm {
if terrain.generator.needsGPU {
terrain.generator.updateUniforms()
} else {
print("Rendering terrain...")
terrain.generator.render()
}
}
@ -198,7 +200,7 @@ class Renderer: NSObject, MTKViewDelegate {
self.updateGameState()
if iterateTerrainAlgorithm && !terrain.generator.needsGPU, let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
if iterateTerrainAlgorithm && terrain.generator.needsGPU, let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
print("Scheduling terrain generator iteration with \(terrain.generator.name) algorithm")
computeEncoder.label = "Generator Encoder"
computeEncoder.pushDebugGroup("Generate Terrain: \(terrain.generator.name)")