mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +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
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#define BBGE_TEXTUREMGR_H
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#include <map>
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#include "Texture.h"
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#include "MT.h"
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struct TexLoadTmp;
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class TextureMgr
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{
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public:
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TextureMgr();
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~TextureMgr();
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typedef void (*ProgressCallback)(size_t done, void*);
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std::vector<std::string> loadFromPaths;
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size_t spawnThreads(size_t n);
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size_t getNumLoaded() const;
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Texture *getOrLoad(const std::string& name);
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void clearUnused(); // clear everything whose refcount is 1
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void shutdown();
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enum LoadMode
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{
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KEEP, // if already exists, keep unchanged
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KEEP_IF_SAME, // load if we resolve to a different file than the texture that's already there, if any.
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OVERWRITE, // always overwrite
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};
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void loadBatch(Texture *pdst[], const std::string texnames[], size_t n, LoadMode mode = KEEP, ProgressCallback cb = 0, void *cbUD = 0);
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Texture *load(const std::string& texname, LoadMode mode);
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void reloadAll(LoadMode mode);
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private:
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typedef std::map<std::string, CountedPtr<Texture> > TexCache;
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TexCache cache;
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BlockingQueue<void*> worktodo;
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BlockingQueue<void*> workdone;
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std::vector<void*> threads;
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void *sem; // SDL_sem*
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static int Th_Main(void *self);
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void thMain(); // for int
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void th_loadFromFile(TexLoadTmp& tt) const;
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Texture *finalize(const TexLoadTmp& tt);
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};
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#endif
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