Rework rendering pipeline to make better use of multithreading

Move OpenGL frame to ARGB conversion to processing threads
Move video exporting to processing threads
Skip creation of BufferedImage and instead use ByteBuffer with ARGB content directly
This commit is contained in:
johni0702
2015-07-15 14:21:18 +02:00
parent 3a2c35cb22
commit 7fd429e25f
44 changed files with 1142 additions and 1244 deletions

View File

@@ -0,0 +1,48 @@
package eu.crushedpixel.replaymod.utils;
import com.google.common.collect.Maps;
import org.lwjgl.BufferUtils;
import java.lang.ref.SoftReference;
import java.nio.ByteBuffer;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
public class ByteBufferPool {
private static Map<Integer, List<SoftReference<ByteBuffer>>> bufferPool = Maps.newHashMap();
public static synchronized ByteBuffer allocate(int size) {
List<SoftReference<ByteBuffer>> available = bufferPool.get(size);
if (available != null) {
Iterator<SoftReference<ByteBuffer>> iter = available.iterator();
try {
while (iter.hasNext()) {
SoftReference<ByteBuffer> reference = iter.next();
ByteBuffer buffer = reference.get();
iter.remove();
if (buffer != null) {
return buffer;
}
}
} finally {
if (!iter.hasNext()) {
bufferPool.remove(size);
}
}
}
return BufferUtils.createByteBuffer(size);
}
public static synchronized void release(ByteBuffer buffer) {
buffer.clear();
int size = buffer.capacity();
List<SoftReference<ByteBuffer>> available = bufferPool.get(size);
if (available == null) {
available = new LinkedList<SoftReference<ByteBuffer>>();
bufferPool.put(size, available);
}
available.add(new SoftReference<ByteBuffer>(buffer));
}
}