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m-sasha avatar m-sasha commented on May 27, 2024

Unfortunately this is not currently a supported use-case.

We tried to allow concurrent use of ComposeScene here, but ran into limitations (mentioned in that ticket).

It's possible that we have since introduced our own, additional, limitations, since we've stopped trying to support concurrent use of ComposeScene ourselves.

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jakobkmar avatar jakobkmar commented on May 27, 2024

Hasn't the linked issue been caused by multiple threads being used for the same scene due to Dispatchers.Unconfined being the default context for ImageComposeScene? If yes, then this is not what I want. I do not want to use the same scene concurrently, but multiple scenes each on their own separate (but only that single) thread.

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m-sasha avatar m-sasha commented on May 27, 2024

No, it's about using multiple scenes concurrently.

Why do you need to use multiple ComposeScenes each in their own thread?

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jakobkmar avatar jakobkmar commented on May 27, 2024

I have been using multiple scenes for a server-side GUI, where the server handles multiple users at once.

The performance degraded severely now that everything has to use MainUIDispatcher.

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m-sasha avatar m-sasha commented on May 27, 2024

Can you try using a single-thread dispatcher instead of Dispatchers.Default.limitedParallelism(1), e.g.

Executors.newSingleThreadExecutor().asCoroutineDispatcher()

?

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jakobkmar avatar jakobkmar commented on May 27, 2024

Yes, I tried that as well - it results in the same deadlock between that single-thread and the AWT event queue.

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jakobkmar avatar jakobkmar commented on May 27, 2024

Also, does this mean that using Compose to render into GLFW windows (for example using LWJGL) is unsupported now as well? (you have to use the glfw thread there, which clashes with the requirement for MainUIDispatcher)

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