| @@ -1,103 +0,0 @@ | |||
| //SCENE SETUP END | |||
| //addlight 0.0 position (1 0 1) color #0ff | |||
| //addlight 0.0 position (-0.2 -1 -0.5) color (.0 .2 .5 1) | |||
| //custom setmesh "sc#f00 ab 2 ty 1.5 ab 2" | |||
| custom setmesh " | |||
| //tqw | |||
| //CMD TEST | |||
| //sc#0f0 asph 1 10 | |||
| //sc#0f0 ab 10 | |||
| //sc#0f0 afcb 1 -.2 | |||
| //sc#0f0 acg 8 1 1 1 2 2 1.5 1.5 -.4 | |||
| //sc#0f0 as 6 1 2 | |||
| //sc#0f0 scb#f00 aes 6 1 2 2 | |||
| //sc#0f0 ac 6 5 2 2 false true true | |||
| //sc#0f0 aq 1 | |||
| //splt 2 smth 4 0 1 | |||
| //[sc#0f0 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 dup [ rz 90 ry 90 scv#00f dup [ ry 90 scv#f00 ] ] ] | |||
| //[sc#fff ab .1] | |||
| //[sc#0f0 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 dup[rz 90 ry 90 scv#00f dup[ry 90 scv#f00]]][sc#fff ab .1] | |||
| //[sc#fff ab 1 tx .5 ty .5] | |||
| //[sc#fff ab 1 tx -.5 ty -.5] | |||
| //[sc#fff ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 [ad 3 .1 sy -1] ty 1] | |||
| //smth 3 1 1 smth 8 0 1 | |||
| //[sc#fff loop 4 [ [loop 4 [ab 1 tx 2]] tz 2]] | |||
| //[sc#f00 scb#f00 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 .1 ty .5 rz -90] | |||
| //[sc#00f scb#00f ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 .1 ty .5 rx 90] | |||
| //[sc#f00 ab .2 tx 1] | |||
| //[sc#0f0 ab .2 ty 1] | |||
| //[sc#00f ab .2 tz 1] | |||
| //sc#0f0 ab 2 ty 1.5 ab 2 | |||
| //sc#00f ab 2 ty 1.5 ab 2 | |||
| //sc#00f tqw lp 5[tz 11 [lp 6 [tx 5 ty 5 afcb 10 -1 ]]] tz -22 | |||
| // tqw | |||
| sc#f00 ab 10 | |||
| //tz 5 | |||
| //vm | |||
| // splt 1 | |||
| // rj .2 | |||
| // splt 1 | |||
| // rj .2 | |||
| // smth 1 0 1 | |||
| //[sc#66f afcb(10) .25tx0]csgs[sc#fff afcb(10).25t(2)][[sc#6f6 afcb(7).25]csgs[sc#fff afcb(7).25t(1.5)]][[sc#f44 asph4 12t(-2.5)]csga[sc#fff afcb(7).25t(1.4)]csgs[sc#fff afcb(7).25t(2.5)]][[sc#ff0 ato6 2.5 1.2rx90tz-1.25tx-.9][sc#ff0 ab.5 2.1 .5dup[rz90sx.5ty-.8tx-.28]ty.55tx.25tz-.4taz1 1sy.8sx.8ty-.55tx-.25tz.4tz-1.2tx1.2]tz1.25tx1.25dup[sx-1ry90]tz-1.25tx-1.25] | |||
| " | |||
| //splt 0 | |||
| //test | |||
| //[sc#f8f ab 1 splt 4 twy 90] | |||
| // splt 5 twy 90 0 | |||
| //[sc#f8f afcb 10 10 10 .25 tx 0 splt 4 twy 1.6 0 ] | |||
| //sc#fff | |||
| //[afcb 1 1 1 -.1 tx 1] | |||
| //[afcb 1 1 1 -.1 tx 0] | |||
| //[afcb 1 1 1 -.1 tx -1] | |||
| //[[afcb 1 1 1 -.1 tx 1] | |||
| //[afcb 1 1 1 -.1 tx 0] | |||
| //[afcb 1 1 1 -.1 tx -1]tz 1] | |||
| //[[afcb 1 1 1 -.1 tx 1] | |||
| //[afcb 1 1 1 -.1 tx 0] | |||
| //[afcb 1 1 1 -.1 tx -1]tz -1] | |||
| //[afcb 3 .2 3 -.05 ty -.6] | |||
| //[sc#fff scb#fff ato 20 8 12 rx0] | |||
| //[sc#fff scb#fff acg 8 2 5 1 6 8 4 2 .1 1] | |||
| //[sc#fff ab 4 4 4 ]//twy 45 0 bdxy 90 0 splt 5 tz 2 | |||
| //[sc#88f ab 4 4 4 tx 4 ab 4 4 4 tx -2 tax .4 .4 0] | |||
| //[sc#88f ab .25 1 1 tx .25 ab .25 1 1 tx .25 ab .25 1 1 tx .25 ab .25 1 1 tx .125 stx 10 0 0] | |||
| // tax -2 0 0 0 | |||
| //[sc#88f ab 4 4 4 tx 4 ab 4 4 4 tx -2 shz 1 0 0 0] | |||
| //[sc#fff asph 4 4] | |||
| //[sc#ff2 asph 4 4 tax .4 .4 0] | |||
| //[sc#ff2 asph 2 4] | |||
| //[sc#fff acap 1 4 4] | |||
| //[sc#fff scb#fff ac 10 4 4 4 0 0 1] | |||
| //[sc#ff2 scb#ff2 ad 10 4 0] | |||
| //[sc#fff scb#fff at 4 1] | |||
| //[sc#fff scb#000 aq 4 1] | |||
| //[sc#fff scb#2ff aes 5 3 6 2] | |||
| //[sc#fff scb#2ff as 4 2 4 0 0] | |||
| //[sc#fff scb#fff acg 2 10 .1 .1 .4 .4 .1 .1 0 1] | |||
| //[sc#ff2 asph 2 10 10 10] | |||
| //[sc#400 asph 2 10 10 10 t 2 2 2 csgs] | |||
| @@ -147,7 +147,7 @@ void MeshViewer::Start() | |||
| m_entities << (m_file_check = new FileUpdateTester()); | |||
| m_file_status = m_file_check->RegisterFile(m_file_name); | |||
| m_entities << (m_file_loader = new DefaultThreadManager(1, 1)); | |||
| //m_entities << (m_file_loader = new DefaultThreadManager(1, 1)); | |||
| //Camera setup | |||
| m_camera = new Camera(); | |||
| @@ -222,7 +222,7 @@ void MeshViewer::TickGame(float seconds) | |||
| //Check file update | |||
| ASSERT(m_file_status); | |||
| if (m_file_status->HasUpdated()) | |||
| if (false && m_file_status->HasUpdated()) | |||
| { | |||
| MeshViewerLoadJob* job = GetLoadJob(m_file_name); | |||
| if (!job) | |||
| @@ -230,6 +230,7 @@ void MeshViewer::TickGame(float seconds) | |||
| } | |||
| //Check work done | |||
| if (false) | |||
| { | |||
| array<ThreadJob*> result; | |||
| m_file_loader->GetWorkResult(result); | |||
| @@ -155,7 +155,7 @@ public: | |||
| SceneSetupLuaLoader(); | |||
| virtual ~SceneSetupLuaLoader(); | |||
| //Virtual Store lua object ------------------------------------------------ | |||
| virtual void Store(LuaObject* obj) { } | |||
| virtual void Store(LuaObject* obj); | |||
| array<SceneSetupLuaObject*>& GetInstances(); | |||
| //------------------------------------------------------------------------- | |||
| @@ -240,7 +240,7 @@ public: | |||
| bool IsEmpty() const | |||
| { | |||
| return !(GetKeyCount() && GetAxisCount()); | |||
| return !GetKeyCount() && !GetAxisCount(); | |||
| } | |||
| int GetKeyCount() const | |||
| { | |||
| @@ -10,9 +10,9 @@ | |||
| #pragma once | |||
| #include <lol/sys/timer.h> | |||
| #include <lol/sys/thread.h> | |||
| #include <lol/sys/threadtypes.h> | |||
| #include <lol/sys/init.h> | |||
| #include <lol/sys/file.h> | |||
| #include <lol/sys/timer.h> | |||
| @@ -130,7 +130,7 @@ protected: | |||
| void StopThreads(int nb); | |||
| //Work stuff | |||
| bool AddWork(ThreadJob* job); | |||
| bool AddWork(ThreadJob* job, bool force = false); | |||
| //Fetch Results | |||
| bool FetchResult(array<ThreadJob*>& results); | |||
| @@ -145,10 +145,11 @@ protected: | |||
| int m_thread_count; | |||
| int m_thread_min; | |||
| array<thread*> m_threads; | |||
| array<ThreadJob*> m_job_dispatch; | |||
| private: | |||
| queue<ThreadStatus> m_spawnqueue, m_donequeue; | |||
| queue<ThreadJob*> m_jobqueue; | |||
| queue<ThreadJob*> m_resultqueue; | |||
| array<ThreadJob*> m_job_dispatch; | |||
| }; | |||
| } /* namespace lol */ | |||
| @@ -50,6 +50,7 @@ class FileUpdateTester : public BaseThreadManager | |||
| public: | |||
| class Status | |||
| { | |||
| friend class FileUpdateTester; | |||
| protected: | |||
| mutex m_mutex; | |||
| long int m_time = 0; | |||
| @@ -41,7 +41,7 @@ bool BaseThreadManager::Start() | |||
| return false; | |||
| //Add minimum threads | |||
| m_threads.Resize(m_thread_count); | |||
| m_threads.reserve(m_thread_count); | |||
| AddThreads(m_thread_min); | |||
| return true; | |||
| @@ -91,11 +91,12 @@ void BaseThreadManager::StopThreads(int nb) | |||
| } | |||
| //Work stuff | |||
| bool BaseThreadManager::AddWork(ThreadJob* job) | |||
| bool BaseThreadManager::AddWork(ThreadJob* job, bool force) | |||
| { | |||
| if (m_jobqueue.try_push(job)) | |||
| return true; | |||
| return false; | |||
| if (!force) | |||
| return m_jobqueue.try_push(job); | |||
| m_jobqueue.push(job); | |||
| return true; | |||
| } | |||
| //---- | |||
| @@ -110,20 +111,20 @@ bool BaseThreadManager::FetchResult(array<ThreadJob*>& results) | |||
| //Base thread work function | |||
| void BaseThreadManager::BaseThreadWork() | |||
| { | |||
| #if !LOL_FEATURE_THREADS | |||
| #if LOL_FEATURE_THREADS | |||
| //Register that the thread has started | |||
| m_spawnqueue.push(ThreadStatus::THREAD_STARTED); | |||
| for ( ; ; ) | |||
| #endif //!LOL_FEATURE_THREADS | |||
| #endif //LOL_FEATURE_THREADS | |||
| { | |||
| //Try to retrieve a job | |||
| ThreadJob* job = m_jobqueue.pop(); | |||
| //Stop thread | |||
| if (job->GetJobType() == ThreadJobType::THREAD_STOP) | |||
| { | |||
| #if !LOL_FEATURE_THREADS | |||
| #if LOL_FEATURE_THREADS | |||
| break; | |||
| #endif //!LOL_FEATURE_THREADS | |||
| #endif //LOL_FEATURE_THREADS | |||
| } | |||
| //Or work | |||
| else if (*job == ThreadJobType::WORK_TODO) | |||
| @@ -135,10 +136,10 @@ void BaseThreadManager::BaseThreadWork() | |||
| m_resultqueue.push(job); | |||
| } | |||
| } | |||
| #if !LOL_FEATURE_THREADS | |||
| #if LOL_FEATURE_THREADS | |||
| //Register that the thread has stopped | |||
| m_donequeue.push(ThreadStatus::THREAD_STOPPED); | |||
| #endif //!LOL_FEATURE_THREADS | |||
| #endif //LOL_FEATURE_THREADS | |||
| } | |||
| //---- | |||
| @@ -150,7 +151,7 @@ void BaseThreadManager::TickGame(float seconds) | |||
| Start(); | |||
| //Dispatch work task | |||
| while (m_job_dispatch.Count() > 0 && AddWork(m_job_dispatch.Last())) | |||
| while (m_job_dispatch.count() > 0 && AddWork(m_job_dispatch.last())) | |||
| m_job_dispatch.pop(); | |||
| //Execute one task per frame if thread are not available | |||
| @@ -131,39 +131,6 @@ public: | |||
| current_count = (ptrdiff_t)m_count; | |||
| #if defined HAVE_PTHREAD_H | |||
| /* If there were poppers waiting, signal the "empty" cond var. */ | |||
| if (m_poppers) | |||
| pthread_cond_signal(&m_empty_cond); | |||
| pthread_mutex_unlock(&m_mutex); | |||
| #elif defined _WIN32 | |||
| LeaveCriticalSection(&m_mutex); | |||
| ReleaseSemaphore(m_full_sem, 1, nullptr); | |||
| #endif | |||
| return current_count; | |||
| } | |||
| ptrdiff_t try_count() | |||
| { | |||
| ptrdiff_t current_count = 0; | |||
| #if defined HAVE_PTHREAD_H | |||
| pthread_mutex_lock(&m_mutex); | |||
| /* If queue is full, wait on the "full" cond var. */ | |||
| if (m_count == CAPACITY) | |||
| { | |||
| pthread_mutex_unlock(&m_mutex); | |||
| return false; | |||
| } | |||
| #elif defined _WIN32 | |||
| DWORD status = WaitForSingleObject(m_empty_sem, 0); | |||
| if (status == WAIT_TIMEOUT) | |||
| return 0; | |||
| EnterCriticalSection(&m_mutex); | |||
| #endif | |||
| current_count = (ptrdiff_t)m_count; | |||
| #if defined HAVE_PTHREAD_H | |||
| /* If there were poppers waiting, signal the "empty" cond var. */ | |||
| if (m_poppers) | |||