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Put repaint callback and tex manager behind separate mutexes #1389
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Fix request repaint thread safety
Put repaint callback and tex manager behind separate mutexes
Mar 21, 2022
Do you have an idea of how these changes caused such an observable slow down in those specific test cases? Looking through the changes, I cannot see a clear cause for the slowdown. Note: I was unable to reproduce the slowdowns using |
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https://github.com/asny/three-d recently merged a PR adding `glow` support: asny/three-d#210 This means it is a prime candidate for embedding 3D painting inside an eframe app. There are currently a few kinks that need to be figured out: ### Black screen When reusing the same three_d context over time (as one should), we only get one frame of egui together with three_d, and then after that a black screen with just the three_d painting on top. I need to fix that before merging this PR. ### `Shape: Send + Sync` `Shape` is `Send + Sync` and `three_d::Context` is not. This means we cannot store a three_d context and send it to the `Shape::Callback`. So we either need to recreate the three_d context each frame (obviously a bad idea), or access it through a `thread_local` hack. This PR adds both as examples, with a checkbox to switch. We could consider making `Shape: !Send + !Sync`, but that would mean `egui::Context` could not be `Send+Sync` either (because the egui context stores shapes). This could actually be fine. `egui::Context` should only be used from a background thread for calling request_repaint and allocating textures. These could be made separate parts of the egui Context, so that one would do: ``` rust let repaint_signal = egui_ctx.repaint_signal(); let tex_mngr = egui_ctx.tex_mngr(); std::thread::spawn(move || { // We can use repaint_signal and tex_mngr here, // but NOT `egui_ctx`. }): Related: * #1379 * #1380 * #1389
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https://github.com/asny/three-d recently merged a PR adding `glow` support: asny/three-d#210 This means it is a prime candidate for embedding 3D painting inside an eframe app. There are currently a few kinks that need to be figured out: When reusing the same three_d context over time (as one should), we only get one frame of egui together with three_d, and then after that a black screen with just the three_d painting on top. I need to fix that before merging this PR. `Shape` is `Send + Sync` and `three_d::Context` is not. This means we cannot store a three_d context and send it to the `Shape::Callback`. So we either need to recreate the three_d context each frame (obviously a bad idea), or access it through a `thread_local` hack. This PR adds both as examples, with a checkbox to switch. We could consider making `Shape: !Send + !Sync`, but that would mean `egui::Context` could not be `Send+Sync` either (because the egui context stores shapes). This could actually be fine. `egui::Context` should only be used from a background thread for calling request_repaint and allocating textures. These could be made separate parts of the egui Context, so that one would do: ``` rust let repaint_signal = egui_ctx.repaint_signal(); let tex_mngr = egui_ctx.tex_mngr(); std::thread::spawn(move || { // We can use repaint_signal and tex_mngr here, // but NOT `egui_ctx`. }): Related: * #1379 * #1380 * #1389
This was referenced Mar 22, 2022
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Closes #1379
Please take a look @DusterTheFirst
This fattens up
Context
so that the repaint callback and texture manager can be used from any thread, even when you are not compiling with themulti_threaded
feature flag:This is one solution, but I'm not sure it is the best one.
The solution in this PR has the added advantage of mitigating #1380
Performance: the e2e tests shows very little change, but some specific tests (
Painter::rect
andlabel format!
) shows 10% slowdowns.I think the simpler solution is to remove the
single_threaded/multi_threaded
features and to always use proper mutexes, as proposed in: