Allow compilation with threads off.
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c77187fa9f
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5b588fddf1
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@ -75,15 +75,16 @@ proc newLoadableResource*[T: LoadableResource](
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result.str = proc(): string = ""
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result.use_threads = use_threads
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# main -> thread channels
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var to_start: Channel[LoadableResource]
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# main <- thread channels
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var to_return: Channel[(LoadableResource, bool, string, SliceMem[byte])]
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when compileOption("threads"):
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# main -> thread channels
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var to_start: Channel[LoadableResource]
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# main <- thread channels
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var to_return: Channel[(LoadableResource, bool, string, SliceMem[byte])]
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proc start*[T: LoadableResource](self: T) =
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self.status = Started
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if self.use_threads:
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to_start.send self
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when compileOption("threads"): to_start.send self
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else:
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self.start_func(self)
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@ -97,7 +98,8 @@ proc onload*[T: LoadableResource](self: T, ok: bool, err: string, data = SliceMe
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# self.result[] = (ok, err, data)
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if self.onload_func != nil:
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if self.use_threads:
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to_return.send((self.LoadableResource, ok, err, data))
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when compileOption("threads"):
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to_return.send((self.LoadableResource, ok, err, data))
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else:
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self.onload_func(ok, err, data)
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@ -124,30 +126,31 @@ proc cancel*[T: LoadableResource](self: T) =
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# results.add res.result[]
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# res.result = nil
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var worker: Thread[void]
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proc workerThreadProc() {.thread.} =
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while true:
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let res = to_start.recv()
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if res == nil:
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break
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cast[proc(self: LoadableResource) {.gcsafe.}](res.start_func)(res)
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when compileOption("threads"):
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var worker: Thread[void]
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proc workerThreadProc() {.thread.} =
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while true:
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let res = to_start.recv()
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if res == nil:
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break
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cast[proc(self: LoadableResource) {.gcsafe.}](res.start_func)(res)
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worker.createThread(workerThreadProc)
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to_start.open()
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to_return.open()
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worker.createThread(workerThreadProc)
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to_start.open()
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to_return.open()
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proc updateLoadableWorkerThreads*() =
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while true:
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let tried = to_return.tryRecv()
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if not tried.dataAvailable:
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break
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let (res, ok, err, data) = tried.msg
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res.onload_func(ok, err, data)
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proc updateLoadableWorkerThreads*() =
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while true:
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let tried = to_return.tryRecv()
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if not tried.dataAvailable:
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break
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let (res, ok, err, data) = tried.msg
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res.onload_func(ok, err, data)
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proc terminateLoadableWorkerThreads*() =
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# TODO: test this
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to_start.send(nil.LoadableResource)
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worker.joinThread()
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proc terminateLoadableWorkerThreads*() =
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# TODO: test this
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to_start.send(nil.LoadableResource)
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worker.joinThread()
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type Fetch* = ref object of LoadableResource
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custom: pointer
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@ -246,7 +249,10 @@ proc loadUri*(
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var start_func: proc(self: LoadableResource)
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var self: Fetch
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var uri = uri
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var use_threads = use_threads
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when compileOption("threads"):
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var use_threads = use_threads
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else:
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var use_threads = false
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when not defined(onlyLocalFiles):
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when defined(emscripten):
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const is_remote = true
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@ -367,32 +367,33 @@ proc loadOptimized*(tex: Texture, slices: seq[SliceMem[byte]],
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, flip = flip, min_channels = min_channels)
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# main -> thread channels
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type DecodeChanMsg = tuple[
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tex: Texture, slices: seq[SliceMem[byte]],
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callback_uncompressed: CallbackUncompressed,
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callback_compressed: CallbackCompressed,
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flip: bool, min_channels: int,
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]
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var decode_chan: Channel[DecodeChanMsg]
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# main <- thread channels
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type DecodeReturnChanMsg = tuple[
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callback: CallbackUncompressed,
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tex: Texture, data: SliceMem[byte],
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]
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var decode_return_chan: Channel[DecodeReturnChanMsg]
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type CompressedReturnChanMsg = tuple[
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callback: CallbackCompressed,
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tex: Texture, data: KtxInfoParts, refdata: seq[SliceMem[byte]],
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]
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var compressed_return_chan: Channel[CompressedReturnChanMsg]
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when compileOption("threads"):
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# main -> thread channels
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type DecodeChanMsg = tuple[
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tex: Texture, slices: seq[SliceMem[byte]],
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callback_uncompressed: CallbackUncompressed,
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callback_compressed: CallbackCompressed,
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flip: bool, min_channels: int,
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]
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var decode_chan: Channel[DecodeChanMsg]
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# main <- thread channels
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type DecodeReturnChanMsg = tuple[
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callback: CallbackUncompressed,
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tex: Texture, data: SliceMem[byte],
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]
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var decode_return_chan: Channel[DecodeReturnChanMsg]
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type CompressedReturnChanMsg = tuple[
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callback: CallbackCompressed,
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tex: Texture, data: KtxInfoParts, refdata: seq[SliceMem[byte]],
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]
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var compressed_return_chan: Channel[CompressedReturnChanMsg]
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proc loadOptimizedThreaded*(tex: Texture, slices: seq[SliceMem[byte]],
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callback_uncompressed: CallbackUncompressed = nil,
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callback_compressed: CallbackCompressed = nil,
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flip = true, min_channels = 0) =
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when false:
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when not compileOption("threads"):
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loadOptimized(tex, slices, callback_uncompressed, callback_compressed, flip, min_channels)
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else:
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decode_chan.send((tex: tex, slices: slices,
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@ -400,45 +401,46 @@ proc loadOptimizedThreaded*(tex: Texture, slices: seq[SliceMem[byte]],
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callback_compressed: callback_compressed,
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flip: flip, min_channels: min_channels))
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var workers = newSeq[Thread[void]](myouEngineNumTextureThreads)
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proc workerThreadProc() {.thread.} =
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# TODO: handle errors
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while true:
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let to_decode = decode_chan.recv()
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if to_decode.tex == nil:
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break
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proc cb(tex: Texture, data: SliceMem[byte]) =
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decode_return_chan.send((callback: to_decode.callback_uncompressed, tex: tex, data: data))
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proc cbc(tex: Texture, data: KtxInfoParts, refdata: seq[SliceMem[byte]]) =
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compressed_return_chan.send((callback: to_decode.callback_compressed, tex: tex, data: data, refdata: refdata))
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let cb_out = if to_decode.callback_uncompressed != nil: cb else: nil
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let cbc_out = if to_decode.callback_compressed != nil: cbc else: nil
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loadOptimized(to_decode.tex, to_decode.slices, cb_out, cbc_out,
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to_decode.flip, to_decode.min_channels)
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when compileOption("threads"):
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var workers = newSeq[Thread[void]](myouEngineNumTextureThreads)
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proc workerThreadProc() {.thread.} =
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# TODO: handle errors
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while true:
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let to_decode = decode_chan.recv()
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if to_decode.tex == nil:
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break
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proc cb(tex: Texture, data: SliceMem[byte]) =
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decode_return_chan.send((callback: to_decode.callback_uncompressed, tex: tex, data: data))
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proc cbc(tex: Texture, data: KtxInfoParts, refdata: seq[SliceMem[byte]]) =
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compressed_return_chan.send((callback: to_decode.callback_compressed, tex: tex, data: data, refdata: refdata))
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let cb_out = if to_decode.callback_uncompressed != nil: cb else: nil
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let cbc_out = if to_decode.callback_compressed != nil: cbc else: nil
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loadOptimized(to_decode.tex, to_decode.slices, cb_out, cbc_out,
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to_decode.flip, to_decode.min_channels)
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decode_chan.open()
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decode_return_chan.open()
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compressed_return_chan.open()
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for worker in workers.mitems:
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worker.createThread(workerThreadProc)
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decode_chan.open()
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decode_return_chan.open()
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compressed_return_chan.open()
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for worker in workers.mitems:
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worker.createThread(workerThreadProc)
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proc updateTextureWorkerThreads*() =
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# TODO: handle errors
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while true:
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let tried = decode_return_chan.tryRecv()
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if not tried.dataAvailable:
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break
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let (cb, tex, data) = tried.msg
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cb(tex, data)
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while true:
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let tried = compressed_return_chan.tryRecv()
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if not tried.dataAvailable:
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break
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let (cb, tex, data, refdata) = tried.msg
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cb(tex, data, refdata)
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proc updateTextureWorkerThreads*() =
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# TODO: handle errors
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while true:
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let tried = decode_return_chan.tryRecv()
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if not tried.dataAvailable:
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break
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let (cb, tex, data) = tried.msg
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cb(tex, data)
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while true:
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let tried = compressed_return_chan.tryRecv()
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if not tried.dataAvailable:
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break
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let (cb, tex, data, refdata) = tried.msg
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cb(tex, data, refdata)
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proc terminateTextureWorkerThreads*() =
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for worker in workers:
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decode_chan.send(DecodeChanMsg.default)
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for worker in workers:
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worker.joinThread()
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proc terminateTextureWorkerThreads*() =
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for worker in workers:
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decode_chan.send(DecodeChanMsg.default)
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for worker in workers:
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worker.joinThread()
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@ -77,8 +77,9 @@ import ./screen
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import ./platform/platform
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import ./loaders/blend
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import ./util
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from loadable import updateLoadableWorkerThreads
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from ./gpu_formats/texture_optimize import updateTextureWorkerThreads
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when compileOption("threads"):
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from loadable import updateLoadableWorkerThreads
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from ./gpu_formats/texture_optimize import updateTextureWorkerThreads
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import arr_ref
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export arr_ref
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@ -167,8 +168,10 @@ proc myou_main_loop*(self: MyouEngine) =
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##
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## You usually don't need to call this. Use `run <#run,MyouEngine>`_
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## instead.
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updateTextureWorkerThreads()
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updateLoadableWorkerThreads()
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self.renderer.unbind_all_ubos()
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when compileOption("threads"):
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updateTextureWorkerThreads()
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updateLoadableWorkerThreads()
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# TODO: make a table object that can be iterated while changing, e.g. with a
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# seq and a dirty flag to update the seq
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if self.new_scenes.len != 0:
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@ -46,8 +46,9 @@ import ../screen
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import ../util
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import ../graphics/render
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import ../input
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from loadable import terminateLoadableWorkerThreads
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from ../gpu_formats/texture_optimize import terminateTextureWorkerThreads
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when compileOption("threads"):
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from loadable import terminateLoadableWorkerThreads
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from ../gpu_formats/texture_optimize import terminateTextureWorkerThreads
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proc screen*(window: Window): Screen {.inline.} =
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cast[Screen](window.getWindowUserPointer)
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@ -234,8 +235,9 @@ proc start_platform_main_loop*(engine: MyouEngine, main_loop: proc(self: MyouEng
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for i in 0 ..< window.screen.frame_interval:
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window.swapBuffers()
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glfw.pollEvents()
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terminateLoadableWorkerThreads()
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terminateTextureWorkerThreads()
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when compileOption("threads"):
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terminateLoadableWorkerThreads()
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terminateTextureWorkerThreads()
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glfw.terminate()
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proc myouAndroidGetActivity*(): pointer =
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