Use a trylock to simplify ColorMixerWidget. Fixes #3374.

This commit is contained in:
Paul Chote
2013-06-28 22:58:36 +12:00
parent d7a580584d
commit 3e2f7b41d8

View File

@@ -26,11 +26,11 @@ namespace OpenRA.Mods.RA.Widgets
public event Action OnChange = () => {}; public event Action OnChange = () => {};
float H, S, V; float H, S, V;
Bitmap frontBitmap, swapBitmap, backBitmap; Bitmap frontBitmap, backBitmap;
Sprite mixerSprite; Sprite mixerSprite;
bool isMoving; bool isMoving;
bool updateFront, updateBack; bool update;
object syncWorker = new object(); object syncWorker = new object();
Thread workerThread; Thread workerThread;
bool workerAlive; bool workerAlive;
@@ -51,7 +51,6 @@ namespace OpenRA.Mods.RA.Widgets
// Bitmap data is generated in a background thread and then flipped // Bitmap data is generated in a background thread and then flipped
frontBitmap = new Bitmap(256, 256); frontBitmap = new Bitmap(256, 256);
swapBitmap = new Bitmap(256, 256);
backBitmap = new Bitmap(256, 256); backBitmap = new Bitmap(256, 256);
var rect = new Rectangle((int)(255*SRange[0]), (int)(255*(1 - VRange[1])), (int)(255*(SRange[1] - SRange[0]))+1, (int)(255*(VRange[1] - VRange[0])) + 1); var rect = new Rectangle((int)(255*SRange[0]), (int)(255*(1 - VRange[1])), (int)(255*(SRange[1] - SRange[0]))+1, (int)(255*(VRange[1] - VRange[0])) + 1);
@@ -65,7 +64,7 @@ namespace OpenRA.Mods.RA.Widgets
// so we do it in a background thread // so we do it in a background thread
lock (syncWorker) lock (syncWorker)
{ {
updateBack = true; update = true;
if (workerThread == null || !workerAlive) if (workerThread == null || !workerAlive)
{ {
@@ -85,53 +84,55 @@ namespace OpenRA.Mods.RA.Widgets
float hue; float hue;
lock (syncWorker) lock (syncWorker)
{ {
if (!updateBack) if (!update)
{ {
workerAlive = false; workerAlive = false;
break; break;
} }
updateBack = false; update = false;
// Take a local copy of the hue to generate to avoid tearing // Take a local copy of the hue to generate to avoid tearing
hue = H; hue = H;
} }
var bitmapData = backBitmap.LockBits(backBitmap.Bounds(), lock (backBitmap)
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
unsafe
{ {
int* c = (int*)bitmapData.Scan0; var bitmapData = backBitmap.LockBits(backBitmap.Bounds(),
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
// Generate palette in HSV unsafe
for (var v = 0; v < 256; v++) {
for (var s = 0; s < 256; s++) int* c = (int*)bitmapData.Scan0;
*(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).RGB.ToArgb();
}
backBitmap.UnlockBits(bitmapData); // Generate palette in HSV
lock (syncWorker) for (var v = 0; v < 256; v++)
{ for (var s = 0; s < 256; s++)
var swap = swapBitmap; *(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).RGB.ToArgb();
swapBitmap = backBitmap; }
backBitmap = swap;
updateFront = true; backBitmap.UnlockBits(bitmapData);
lock (frontBitmap)
{
var swap = frontBitmap;
frontBitmap = backBitmap;
backBitmap = swap;
}
} }
} }
} }
public override void Draw() public override void Draw()
{ {
lock (syncWorker) if (Monitor.TryEnter(frontBitmap))
{ {
if (updateFront) try
{ {
var swap = swapBitmap;
swapBitmap = frontBitmap;
frontBitmap = swap;
mixerSprite.sheet.Texture.SetData(frontBitmap); mixerSprite.sheet.Texture.SetData(frontBitmap);
updateFront = false; }
finally
{
Monitor.Exit(frontBitmap);
} }
} }