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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.
This commit is contained in:
ShadowNinja 2015-04-07 06:13:12 -04:00
parent 6a1047d8c1
commit e4bff8be94
77 changed files with 1594 additions and 2046 deletions

View file

@ -328,7 +328,7 @@ private:
// The first position contains a dummy shader.
std::vector<ShaderInfo> m_shaderinfo_cache;
// The former container is behind this mutex
JMutex m_shaderinfo_cache_mutex;
Mutex m_shaderinfo_cache_mutex;
// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
@ -469,7 +469,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
Add shader to caches (add dummy shaders too)
*/
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
MutexAutoLock lock(m_shaderinfo_cache_mutex);
u32 id = m_shaderinfo_cache.size();
m_shaderinfo_cache.push_back(info);
@ -483,7 +483,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
ShaderInfo ShaderSource::getShaderInfo(u32 id)
{
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
MutexAutoLock lock(m_shaderinfo_cache_mutex);
if(id >= m_shaderinfo_cache.size())
return ShaderInfo();
@ -511,7 +511,7 @@ void ShaderSource::insertSourceShader(const std::string &name_of_shader,
void ShaderSource::rebuildShaders()
{
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
MutexAutoLock lock(m_shaderinfo_cache_mutex);
/*// Oh well... just clear everything, they'll load sometime.
m_shaderinfo_cache.clear();