【发布时间】:2014-02-27 03:30:33
【问题描述】:
我正在使用 C++11、MinGW 和 Windows API 开发屏幕捕获程序。我正在尝试使用 SDL2 实时观察我的屏幕捕获程序的工作方式。
窗口可以正常打开,只要我只是移动鼠标光标,程序似乎运行良好。但是如果我在窗口中单击,它的菜单栏,在窗口外,或者按任意键,SDL 窗口就会冻结。
我已经为事件设置了一些日志记录,以了解正在发生的事情。除了SDL_WINDOW_FOCUS_GAINED、SDL_TEXTEDITING 和SDL_WINDOWEVENT_SHOWN 以外,我从来没有按此顺序收到任何事件。所有这些都是在开始时收到的。
我试图找到有关 SDL 事件处理的教程,因为这是我对问题根源的最佳猜测。我发现除了基本的事件处理来观察SDL_QUIT,基本的鼠标和键盘事件,以及SDL_WINDOWEVENTs 上的一个似乎没有帮助。我没有深入了解这些事件的含义以及处理它们的最佳实践。这可能无关紧要,因为这可能不是问题的根源。据我所知,由于还有其他线程在运行,所以 SDL 正在崩溃。
谁能在我的代码中看到导致此问题的任何原因并解释如何解决它?
对我的程序结构的快速解释是为了涵盖我省略的代码。 Captor 类启动并运行一个线程来抓取屏幕截图以传递给Encoder。 Encoder 启动可变数量的线程,这些线程从Captor 接收屏幕截图,对屏幕截图进行编码,然后将编码传递给Screen。传递机制是SynchronousQueue<T> 类,它提供配对方法put(const T&) 和T get() 以允许生产者和消费者使用资源进行同步;这些方法超时以允许系统响应终止消息。
现在是源文件(希望没有太多臃肿)。 虽然我会感谢任何有关如何提高应用程序性能的 cmets,但我的重点是使程序具有响应性。
main.cpp
#include "RTSC.hpp"
int main(int argc, char** argv) {
RTSC rtsc {
(uint32_t) stoi(argv[1]),
(uint32_t) stoi(argv[2]),
(uint32_t) stoi(argv[3]),
(uint32_t) stoi(argv[4]),
(uint32_t) stoi(argv[5]),
(uint32_t) stoi(argv[6])
};
while (rtsc.isRunning()) {
SwitchToThread();
}
return 0;
}
RTSC.hpp
#ifndef RTSC_HPP
#define RTSC_HPP
#include "Captor.hpp"
#include "Encoder.hpp"
#include "Screen.hpp"
#include <iostream>
using namespace std;
class RTSC {
private:
Captor *captor;
Encoder *encoder;
SynchronousQueue<uint8_t*> imageQueue {1};
SynchronousQueue<RegionList> regionQueue {1};
Screen *screen;
public:
RTSC(
uint32_t width,
uint32_t height,
uint32_t maxRegionCount,
uint32_t threadCount,
uint32_t divisionsAlongThreadWidth,
uint32_t divisionsAlongThreadHeight
) {
captor = new Captor(width, height, imageQueue);
encoder = new Encoder(
width,
height,
maxRegionCount,
threadCount,
divisionsAlongThreadWidth,
divisionsAlongThreadHeight,
imageQueue,
regionQueue
);
screen = new Screen(
width,
height,
width >> 1,
height >> 1,
regionQueue
);
captor->start();
}
~RTSC() {
delete screen;
delete encoder;
delete captor;
}
bool isRunning() const {
return screen->isRunning();
}
};
#endif
Screen.hpp
#ifndef SCREEN_HPP
#define SCREEN_HPP
#include <atomic>
#include <SDL.h>
#include <windows.h>
#include "Region.hpp"
#include "SynchronousQueue.hpp"
using namespace std;
class Screen {
private:
atomic_bool running {false};
HANDLE thread;
SynchronousQueue<RegionList>* inputQueue;
uint32_t inputHeight;
uint32_t inputWidth;
uint32_t screenHeight;
uint32_t screenWidth;
SDL_Renderer* renderer;
SDL_Surface* surface;
SDL_Texture* texture;
SDL_Window* window;
void run() {
SDL_Event event;
while (running) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_CLOSE:
running = false;
break;
default:
break;
}
}
try {
RegionList rl = inputQueue->get();
SDL_RenderClear(renderer);
SDL_LockSurface(surface);
SDL_FillRect(surface, nullptr, 0);
for (uint32_t i = 0; i < rl.count; ++i) {
Region &r = rl.regions[i];
SDL_Rect rect {
(int) r.getX(),
(int) r.getY(),
(int) r.getWidth(),
(int) r.getHeight()
};
uint32_t color =
(r.getRed() << 16) +
(r.getGreen() << 8) +
r.getBlue();
SDL_FillRect(surface, &rect, color);
}
SDL_UnlockSurface(surface);
SDL_UpdateTexture(
texture,
nullptr,
surface->pixels,
surface->pitch
);
SDL_RenderCopyEx(
renderer,
texture,
nullptr,
nullptr,
0,
nullptr,
SDL_FLIP_VERTICAL
);
} catch (exception &e) {}
SDL_RenderPresent(renderer);
SwitchToThread();
}
}
static DWORD startThread(LPVOID self) {
((Screen*) self)->run();
return (DWORD) 0;
}
public:
Screen(
uint32_t inputWidth,
uint32_t inputHeight,
uint32_t windowWidth,
uint32_t windowHeight,
SynchronousQueue<RegionList> &inputQueue
): inputQueue {&inputQueue}, inputHeight {inputHeight} {
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow(
"RTSC",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
windowWidth,
windowHeight,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE |
SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS
);
renderer = SDL_CreateRenderer(window, -1, 0);
surface = SDL_CreateRGBSurface(
0,
inputWidth,
inputHeight,
24,
0xFF << 16,
0xFF << 8,
0xFF,
0
);
texture = SDL_CreateTexture(
renderer,
surface->format->format,
SDL_TEXTUREACCESS_STREAMING,
inputWidth,
inputHeight
);
running = true;
thread = CreateThread(nullptr, 0, startThread, this, 0, nullptr);
}
~Screen() {
running = false;
WaitForSingleObject(thread, INFINITE);
CloseHandle(thread);
SDL_FreeSurface(surface);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
bool isRunning() const {
return running;
}
};
#endif
【问题讨论】:
-
作为第一步,你为什么不暂停程序执行并检查你的线程挂在哪里?在 Visual Studio 和许多其他调试器中,这是很有可能的,如果你可以在你的 MinGW 环境中这样做,你应该这样做。如果您处于可重现的死锁状态,这是首先要尝试的方法。
标签: windows multithreading c++11 sdl-2