沿 Scene3D → FBCanvas → vpui.redraw → window.flush → explorer 合成器逐段打点, 用于定位窗口内容不上屏停在哪一环: - Explorer:fb 哨兵像素回读、建窗槽位回读、首个 FLUSH、首帧 back/fb/任务栏像素、 每 240 帧统计槽位/最上层窗口矩形/中心像素/共享缓冲首像素 - vpui:首次 redraw(缓冲地址尺寸)、st1~st4 分段(malloc/铺底/控件/拷回)、 首次 flush、FBCanvas 首绘的源缓冲与像素 - Scene3D:主线程预渲染 3 帧(非清屏像素计数、三角形命中/调用数)、渲染线程 入口与每 60 轮采样;渲染线程参数类型改为 rawptr 以上均为临时诊断,定位完成后应移除。
143 lines
5.8 KiB
Plaintext
143 lines
5.8 KiB
Plaintext
import vpsdk.window as window
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import vpsdk.process as process
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import vpsdk.vpui as vpui
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import vpsdk.devfs as devfs
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import string
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from stdint import *
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import viperlib
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import gfx
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define SCENE_W = 640
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define SCENE_H = 360
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_zbuf_mem: [SCENE_W * SCENE_H * 8]uint8 = []
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_fb_mem: [SCENE_W * SCENE_H]uint32 = []
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_root_ptr: vpui.Tk*
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_canvas_ptr: vpui.FBCanvas*
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_s3d_ptr: gfx.Scene3D*
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_time_val: float = float(0.0)
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# 渲染线程的 tid / 已退出标记:主线程必须等它退完才能 process.exit。
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# 主线程栈上有 root/canvas/s3d,渲染线程还在引用;process.exit 会立刻回收主线程用户栈,
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# 先退主线程 ⇒ 渲染线程在已解映射的栈上取数 ⇒ #PF。
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_render_tid: int = -1
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_render_done: int = 0
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# 时间回绕周期 = 4π:Render 里 time*1 / time*2 / time*1.5 的 sin/cos 参数整体平移 2π 的整数倍
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# ⇒ 动画严格连续;同时让相位半径永远很小,避免 float32 精度随运行时间退化
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# (x 变大后相邻采样点的相位差被量化 ⇒ 曲线塌成一条平线、热力图颜色失去层次)。
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define TIME_WRAP = float(12.566370614359172)
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def _dbg(msg: const str):
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# 【诊断·临时】与 explorer 同路径的串口输出。app 在建窗失败时会**静默退出**
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# (Tk.mainloop 的循环条件是 win_id 有效,win_id=-1 时一次都不循环),所以必须分步打点。
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devfs.serial_puts(msg)
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def _render_thread(arg: rawptr):
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global _time_val, _render_done
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root: vpui.Tk* = _root_ptr
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canvas: vpui.FBCanvas* = _canvas_ptr
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s3d: gfx.Scene3D* = _s3d_ptr
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# 【诊断·临时】线程是否真的起来了、参数是否有效
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_rb: [160]char
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viperlib.snprintf(&_rb, 160, "[s3d] rt enter root=0x%lx s3d=0x%lx active=%d\n",
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uint64(root), uint64(s3d), root.winfo_exists())
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_dbg(&_rb)
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_rn: int = 0
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while root.winfo_exists():
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s3d.Render(_time_val)
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_time_val += float(0.02)
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if _time_val >= TIME_WRAP: _time_val = _time_val - TIME_WRAP
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root.update()
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# 【诊断·临时】每 60 轮打一次:证明渲染循环在跑,并采样画布像素(Clear 色 = 0x0F0F19)
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_rn += 1
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if (_rn % 60) == 0:
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_pb: [176]char
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viperlib.snprintf(&_pb, 176, "[s3d] rt n=%d t100=%d fb0=0x%x axis=0x%x\n",
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_rn, int(_time_val * float(100.0)),
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_fb_mem[0], _fb_mem[(SCENE_H - 150) * SCENE_W + (SCENE_W / 2)])
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_dbg(&_pb)
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process.yield_cpu()
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_dbg("[s3d] rt exit loop\n")
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_render_done = 1
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# 窗口已被 explorer 回收:显式 THREAD_EXIT,绝不 return —— 用户线程的 return 会落到
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# 出口跳板(旧调用号 34,而 THREAD_EXIT=60)⇒ Ring3 `jmp $` 空转、全机不再调度。
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process.thread_exit()
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@__attribute__(section(".text.startup"), aligned(16))
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export def _start() -> int:
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_dbg("[s3d] start\n")
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root: vpui.Tk = vpui.Tk()
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_dbg("[s3d] tk ok\n")
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root.title("3D Scene")
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root.set_style(window.STYLE_WIN11)
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root.bg_color = uint32(0x0F0F19)
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master: vpui.Tk* = &root
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canvas: vpui.FBCanvas = vpui.FBCanvas(master, SCENE_W, SCENE_H)
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_dbg("[s3d] canvas ok\n")
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root.pack(0, vpui.PACK_TOP, vpui.FILL_BOTH, 1, 0, 0)
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zbuf: float* = &_zbuf_mem
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string.memset(zbuf, 0, SCENE_W * SCENE_H * 8)
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fb: UINT32PTR = &_fb_mem
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string.memset(fb, 0, SCENE_W * SCENE_H * 4)
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canvas.set_fb(fb, SCENE_W, SCENE_H)
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s3d: gfx.Scene3D = gfx.Scene3D(fb, zbuf, SCENE_W, SCENE_H)
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_dbg("[s3d] scene ok\n")
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root.geometry(100, 30, SCENE_W, SCENE_H + 32)
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_wbuf: [128]char
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viperlib.snprintf(&_wbuf, 128, "[s3d] geometry win_id=%d buf=0x%lx\n",
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root.win_id, uint64(root.buf))
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_dbg(&_wbuf)
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global _root_ptr, _canvas_ptr, _s3d_ptr, _render_tid
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_root_ptr = &root
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_canvas_ptr = &canvas
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_s3d_ptr = &s3d
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# 【诊断·临时】主线程先直推 3 帧:把"管道"和"线程调度"对半切开。
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# 能看见这几帧 ⇒ 渲染→FBCanvas→合成 全通,问题只在 thread_create / 调度;
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# 仍然全空 ⇒ 管道里有断点,与线程无关。
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global _time_val
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_dbg("[s3d] pre-render 3 frames (main thread)\n")
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for _pi in range(3):
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s3d.Render(_time_val)
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_time_val += float(0.02)
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root.update()
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# 非清屏像素计数:>0 说明确实画出了东西;axis 取 Render 里那条**必画**的横轴
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# (DrawLine2D(50, rh-150, rw-50, rh-150),y=210,颜色 0x505050)。
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_pre_nz: int = 0
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_pre_i: int = 0
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while _pre_i < SCENE_W * SCENE_H:
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if _fb_mem[_pre_i] != uint32(0x0F0F19): _pre_nz += 1
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_pre_i += 1
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_pbb: [192]char
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viperlib.snprintf(&_pbb, 192, "[s3d] pre %d fb0=0x%x axis=0x%x cube=0x%x nz=%d tri=%d/%d\n",
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_pi, _fb_mem[0],
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_fb_mem[(SCENE_H - 150) * SCENE_W + (SCENE_W / 2)],
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_fb_mem[134 * SCENE_W + 254], _pre_nz,
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gfx.DbgTriHits(), gfx.DbgTriCalls())
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_dbg(&_pbb)
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_render_tid = process.thread_create(_render_thread, None)
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_dbg("[s3d] render thread created\n")
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root.mainloop()
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_dbg("[s3d] mainloop returned\n")
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# 窗口已关闭:先等渲染线程退出,才允许回收主线程用户栈(root/canvas/s3d 都在其上)。
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# 渲染线程每轮都会 yield 且只差一次循环判定,正常情况下几百次切换内即退出;
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# 设上限只是防止它已异常终止却没置标记时把主线程永远卡在这里。
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if _render_tid > 0:
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wait_n: int = 0
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while _render_done == 0 and wait_n < 10000:
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wait_n += 1
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process.yield_cpu()
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process.exit(0)
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return 0
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