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Clean up threading
* Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
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77 changed files with 1594 additions and 2046 deletions
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@ -328,7 +328,7 @@ private:
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// The first position contains a dummy shader.
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std::vector<ShaderInfo> m_shaderinfo_cache;
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// The former container is behind this mutex
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JMutex m_shaderinfo_cache_mutex;
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Mutex m_shaderinfo_cache_mutex;
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// Queued shader fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
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@ -469,7 +469,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
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Add shader to caches (add dummy shaders too)
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*/
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JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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MutexAutoLock lock(m_shaderinfo_cache_mutex);
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u32 id = m_shaderinfo_cache.size();
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m_shaderinfo_cache.push_back(info);
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@ -483,7 +483,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
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ShaderInfo ShaderSource::getShaderInfo(u32 id)
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{
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JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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MutexAutoLock lock(m_shaderinfo_cache_mutex);
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if(id >= m_shaderinfo_cache.size())
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return ShaderInfo();
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@ -511,7 +511,7 @@ void ShaderSource::insertSourceShader(const std::string &name_of_shader,
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void ShaderSource::rebuildShaders()
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{
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JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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MutexAutoLock lock(m_shaderinfo_cache_mutex);
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/*// Oh well... just clear everything, they'll load sometime.
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m_shaderinfo_cache.clear();
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