Author Topic: Re: multi-thread unsafe operations  (Read 1169 times)

Offline AugTech

  • int
  • **
  • Posts: 64
    • View Profile
    • Augmented Technologies
Re: multi-thread unsafe operations
« on: December 19, 2013, 12:22:24 pm »
In terms of the original question, is object creation and texture loading thread-safe?

I am creating objects and loading textures in a separate thread and then passing the objects to a Handler in the renderer which adds them to the world from a Stack in onDrawFrame(). Randomly these objects are not being displayed (incidentally all the objects are map tiles - 2 triangles with one texture).

Logcat reports that 9 textures are loaded, 9 objects are added to the world/ compiled, but potentially only 4 will actually be displayed.

Should texture's be loaded and/ or objects created in the render thread as well as adding?



Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11776
    • View Profile
    • http://www.jpct.net
Re: Re: multi-thread unsafe operations
« Reply #1 on: December 19, 2013, 01:40:15 pm »
Adding has to be done in the render thread or at least synchronized with it. Creating and loading of textures and objects should be fine in another thread. I don't see why this should cause any trouble...can you post the log output and the part of the code that creates the objects?

Offline AugTech

  • int
  • **
  • Posts: 64
    • View Profile
    • Augmented Technologies
Re: multi-thread unsafe operations
« Reply #2 on: December 19, 2013, 03:07:22 pm »
Creation and texture loading (note that this part is multi-threaded and gets called for each tile loaded);

Code: [Select]
ArrayList<ARObject3D> allNewObjects = new ArrayList<ARObject3D>();

RGBColor transCol = (RGBColor)fType.getUserData().get(USER_DATA.COLOR_TRANSPARENT);
boolean makeTrans = transCol!=null && AwilaARView.USE_TRANSPARENT_RASTERS;

// Load the image to the graphics manager
byte[] bitmapData = (byte[]) feature.getAttribute(AttributeTypeImpl.IMAGE_NAME);
Bitmap bmp = BitmapFactory.decodeByteArray(bitmapData, 0, bitmapData.length);

if (makeTrans && bmp!=null) {
bmp = GraphicsManager.getTransparentBitmap(bmp, transCol);
}

GraphicsManager.loadTexture(bmp, feature.getID(), bmp.getWidth());

// Recycle image as large...
bmp.recycle();

// Transform native bounds to lat/ lon
BoundingBox latLon = null;
try {
latLon = ProjectionUtils.reproject( feature.getBounds(), "epsg:4326");
} catch (Exception e) {
e.printStackTrace();
continue;
}
Object3D tmp = ARObjectBuilder.getPlane(latLon, trasnformECEF );

ARObjectTile obj = new ARObjectTile(tmp, feature.getID() );
feature.addObject3D(obj);
allNewObjects.add(obj);


JpctRenderer.addRemoveObjects(allNewObjects, JpctRenderer.SCENE_ADD_OBJECTS);

Load texture method;

Code: [Select]
public static String loadTexture(Bitmap bitmap, String textureName, int size) {
if (bitmap == null) return null;
if (textureName == null || textureName.equals(TEXTURE_NONE)) {
textureName = UUID.randomUUID().toString();
}
if (TextureManager.getInstance().containsTexture(textureName)) {
return textureName;
}

// Only rescale if we have to
int upper2 = upperPowerOfTwo(size);
if (upper2!=size) bitmap = BitmapHelper.rescale(bitmap, upper2, upper2);

TextureManager.getInstance().addTexture(textureName, new Texture(bitmap) );

return textureName;
}

The JpctRenderer.addRemoveObjects() method creates a Message and sends to the handler, which adds the new objects in to a Stack<ARObject3D>
During the onDrawFrame() method, the following is called/ run;

Code: [Select]
int size = objectAddList.size();
while (!objectAddList.isEmpty()) {

ARObject3D obj = objectAddList.pop();
obj.build();
theWorld.addObject(obj);
objsAdded = true;
Log.d(LOG_TAG, String.format("Added %s 1 of %s", obj.getParentFeatureID(), size ));
}

The resultant Logcat;

Code: [Select]
12-19 13:49:47.165: D/dalvikvm(23790): GC_EXPLICIT freed 1459K, 40% free 26192K/42964K, paused 11ms+5ms, total 85ms
12-19 13:49:47.165: D/Awila Renderer(23790): World was 26, now 1
12-19 13:49:50.027: I/Data Manager(23790): Loading data...
12-19 13:49:50.067: I/Data Manager(23790): osm:OSM Maps requesting 9 tiles..
12-19 13:49:51.379: I/Data Manager(23790): 1 received of 9 in OSM Maps; (1 of 9 total)
12-19 13:49:51.389: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.399: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.419: I/Data Manager(23790): 2 received of 9 in OSM Maps; (2 of 9 total)
12-19 13:49:51.419: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.429: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.439: I/Data Manager(23790): 3 received of 9 in OSM Maps; (3 of 9 total)
12-19 13:49:51.439: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.439: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.449: I/Data Manager(23790): 4 received of 9 in OSM Maps; (4 of 9 total)
12-19 13:49:51.459: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.459: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.459: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.459: D/Awila Renderer(23790): Added OSM Maps-49-8094-5393-14 1 of 4
12-19 13:49:51.459: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.459: D/Awila Renderer(23790): Added OSM Maps-47-8095-5391-14 1 of 4
12-19 13:49:51.459: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.469: D/Awila Renderer(23790): Added OSM Maps-50-8095-5393-14 1 of 4
12-19 13:49:51.469: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.469: D/Awila Renderer(23790): Added OSM Maps-48-8095-5392-14 1 of 4
12-19 13:49:51.469: I/Data Manager(23790): 5 received of 9 in OSM Maps; (5 of 9 total)
12-19 13:49:51.479: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.479: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.489: I/Data Manager(23790): 6 received of 9 in OSM Maps; (6 of 9 total)
12-19 13:49:51.489: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.489: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.499: I/Data Manager(23790): 7 received of 9 in OSM Maps; (7 of 9 total)
12-19 13:49:51.509: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.509: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.519: I/Data Manager(23790): 8 received of 9 in OSM Maps; (8 of 9 total)
12-19 13:49:51.519: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.519: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.529: I/jPCT-AE(23790): Subobject of object 529/object531 compiled to indexed fixed point data using 6/4 vertices in 0ms!
12-19 13:49:51.529: I/jPCT-AE(23790): Object 529/object531 compiled to 1 subobjects in 2ms!
12-19 13:49:51.529: I/jPCT-AE(23790): Subobject of object 527/object529 compiled to indexed fixed point data using 6/4 vertices in 1ms!
12-19 13:49:51.529: I/jPCT-AE(23790): Object 527/object529 compiled to 1 subobjects in 1ms!
12-19 13:49:51.529: I/jPCT-AE(23790): Subobject of object 525/object527 compiled to indexed fixed point data using 6/4 vertices in 0ms!
12-19 13:49:51.529: I/jPCT-AE(23790): Object 525/object527 compiled to 1 subobjects in 1ms!
12-19 13:49:51.529: I/jPCT-AE(23790): Subobject of object 523/object525 compiled to indexed fixed point data using 6/4 vertices in 1ms!
12-19 13:49:51.529: I/jPCT-AE(23790): Object 523/object525 compiled to 1 subobjects in 1ms!
12-19 13:49:51.529: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.529: D/Awila Renderer(23790): Added OSM Maps-53-8094-5391-14 1 of 4
12-19 13:49:51.529: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.529: D/Awila Renderer(23790): Added OSM Maps-54-8093-5391-14 1 of 4
12-19 13:49:51.539: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.539: D/Awila Renderer(23790): Added OSM Maps-52-8094-5392-14 1 of 4
12-19 13:49:51.539: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.539: D/Awila Renderer(23790): Added OSM Maps-51-8093-5393-14 1 of 4
12-19 13:49:51.539: I/Data Manager(23790): 9 received of 9 in OSM Maps; (9 of 9 total)
12-19 13:49:51.549: I/jPCT-AE(23790): Loading Texture...
12-19 13:49:51.549: I/jPCT-AE(23790): Texture loaded...262144 bytes/256*256 pixels!
12-19 13:49:51.589: I/jPCT-AE(23790): Subobject of object 537/object539 compiled to indexed fixed point data using 6/4 vertices in 0ms!
12-19 13:49:51.599: I/jPCT-AE(23790): Object 537/object539 compiled to 1 subobjects in 1ms!
12-19 13:49:51.599: I/jPCT-AE(23790): Subobject of object 535/object537 compiled to indexed fixed point data using 6/4 vertices in 1ms!
12-19 13:49:51.599: I/jPCT-AE(23790): Object 535/object537 compiled to 1 subobjects in 1ms!
12-19 13:49:51.599: I/jPCT-AE(23790): Subobject of object 533/object535 compiled to indexed fixed point data using 6/4 vertices in 0ms!
12-19 13:49:51.599: I/jPCT-AE(23790): Object 533/object535 compiled to 1 subobjects in 1ms!
12-19 13:49:51.599: I/jPCT-AE(23790): Subobject of object 531/object533 compiled to indexed fixed point data using 6/4 vertices in 0ms!
12-19 13:49:51.599: I/jPCT-AE(23790): Object 531/object533 compiled to 1 subobjects in 0ms!
12-19 13:49:51.599: I/jPCT-AE(23790): Normal vectors calculated in 0ms!
12-19 13:49:51.599: D/Awila Renderer(23790): Added OSM Maps-55-8093-5392-14 1 of 1
12-19 13:49:51.659: I/jPCT-AE(23790): Subobject of object 539/object541 compiled to indexed fixed point data using 6/4 vertices in 1ms!
12-19 13:49:51.659: I/jPCT-AE(23790): Object 539/object541 compiled to 1 subobjects in 1ms!


The end result;



Originally I did think it was texture loading, but the objects all have obj.setAdditionalColor(128,128,128) applied, and as you can see, nothing is grey!

Mike
« Last Edit: December 19, 2013, 03:14:39 pm by AugTech »

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11776
    • View Profile
    • http://www.jpct.net
Re: multi-thread unsafe operations
« Reply #3 on: December 19, 2013, 03:25:07 pm »
How is the final supposed to look? Do you have an example for a correct rendering?

Offline AugTech

  • int
  • **
  • Posts: 64
    • View Profile
    • Augmented Technologies
Re: multi-thread unsafe operations
« Reply #4 on: December 19, 2013, 03:37:06 pm »
Basically the whole screen as a map;


Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11776
    • View Profile
    • http://www.jpct.net
Re: multi-thread unsafe operations
« Reply #5 on: December 19, 2013, 04:49:45 pm »
Have you tried to clear the framebuffer with some color others than black? So that one see if there are no object at all or if there are there but without proper textures?