mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 03:33:48 +00:00
70b8dcdc3a
Major code/logic cleanups + it has a multithreaded batch mode now. The VFS code doesn't like multiple threads at all, so for now there's a big lock in front of where it matters. Changed precacher, map/tileset, and worldmap loading to batched mode. Still TODO: - fix broken mod preview images - reloading resources on debug key - make mod recache entirely unnecessary - actually drop resources when no longer needed
53 lines
1.3 KiB
C++
53 lines
1.3 KiB
C++
#ifndef BBGE_TEXTUREMGR_H
|
|
#define BBGE_TEXTUREMGR_H
|
|
|
|
#include <map>
|
|
#include "Texture.h"
|
|
#include "MT.h"
|
|
|
|
|
|
struct TexLoadTmp;
|
|
|
|
class TextureMgr
|
|
{
|
|
public:
|
|
TextureMgr();
|
|
~TextureMgr();
|
|
|
|
typedef void (*ProgressCallback)(size_t done, void*);
|
|
|
|
std::vector<std::string> loadFromPaths;
|
|
size_t spawnThreads(size_t n);
|
|
size_t getNumLoaded() const;
|
|
Texture *getOrLoad(const std::string& name);
|
|
void clearUnused(); // clear everything whose refcount is 1
|
|
void shutdown();
|
|
|
|
enum LoadMode
|
|
{
|
|
KEEP, // if already exists, keep unchanged
|
|
KEEP_IF_SAME, // load if we resolve to a different file than the texture that's already there, if any.
|
|
OVERWRITE, // always overwrite
|
|
};
|
|
|
|
void loadBatch(Texture *pdst[], const std::string texnames[], size_t n, LoadMode mode = KEEP, ProgressCallback cb = 0, void *cbUD = 0);
|
|
Texture *load(const std::string& texname, LoadMode mode);
|
|
void reloadAll(LoadMode mode);
|
|
|
|
private:
|
|
typedef std::map<std::string, CountedPtr<Texture> > TexCache;
|
|
TexCache cache;
|
|
|
|
BlockingQueue<void*> worktodo;
|
|
BlockingQueue<void*> workdone;
|
|
std::vector<void*> threads;
|
|
void *sem; // SDL_sem*
|
|
|
|
static int Th_Main(void *self);
|
|
void thMain(); // for int
|
|
|
|
void th_loadFromFile(TexLoadTmp& tt) const;
|
|
Texture *finalize(const TexLoadTmp& tt);
|
|
};
|
|
|
|
#endif
|