Browse Source

setup render-thread

Hongtae Kim 8 years ago
parent
commit
b49be0876a
1 changed files with 32 additions and 8 deletions
  1. 32
    8
      TestApp1/TestApp1.cpp

+ 32
- 8
TestApp1/TestApp1.cpp View File

@@ -11,14 +11,35 @@
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 class TestApp1 : public DKApplication
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 {
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 	DKObject<DKWindow> window;
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-	DKObject<DKScreen> screen;
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+	DKObject<DKThread> renderThread;
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+
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+	DKAtomicNumber32 runningRenderThread;
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 public:
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+	void RenderThread(void)
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+	{
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+		DKObject<DKGraphicsDevice> device = DKGraphicsDevice::SharedInstance();
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+		DKObject<DKCommandQueue> queue = device->CreateCommandQueue();
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+		DKObject<DKCommandBuffer> buffer = queue->CreateCommandBuffer();
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+		DKObject<DKSwapChain> swapChain = queue->CreateSwapChain(window);
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+
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+		DKTimer timer;
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+		timer.Reset();
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+
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+		DKLog("Render thread begin");
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+		while (!runningRenderThread.CompareAndSet(0, 0))
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+		{
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+
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+
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+			DKThread::Sleep(0.01);
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+		}
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+		DKLog("RenderThread terminating...");
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+	}
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+
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 	void OnInitialize(void) override
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 	{
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 		DKLog("%s", DKGL_FUNCTION_NAME);
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 		try {
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 			window = DKWindow::Create("DefaultWindow");
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-			screen = DKOBJECT_NEW DKScreen(window, NULL);
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 		}
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 		catch (DKError& e)
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 		{
@@ -31,17 +52,20 @@ public:
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 			if (e.type == DKWindow::WindowEvent::WindowClosed)
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 				DKApplication::Instance()->Terminate(0);
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 		}),
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-			NULL, NULL);
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-
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-		DKObject<DKGraphicsDevice> device = DKGraphicsDevice::SharedInstance();
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-		DKObject<DKCommandQueue> queue = device->CreateCommandQueue();
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-		DKObject<DKCommandBuffer> buffer = queue->CreateCommandBuffer();
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-		DKObject<DKSwapChain> swapChain = queue->CreateSwapChain(window);
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+		NULL, NULL);
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+		runningRenderThread = 1;
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+		renderThread = DKThread::Create(DKFunction(this, &TestApp1::RenderThread)->Invocation());
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 	}
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 	void OnTerminate(void) override
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 	{
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 		DKLog("%s", DKGL_FUNCTION_NAME);
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+
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+		runningRenderThread = 0;
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+		renderThread->WaitTerminate();
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+		renderThread = NULL;
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+		window = NULL;
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+
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 		DKLog("Memory Pool Statistics");
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 		size_t numBuckets = DKMemoryPoolNumberOfBuckets();
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 		DKMemoryPoolBucketStatus* buckets = new DKMemoryPoolBucketStatus[numBuckets];