Esempio n. 1
0
// load a pending tile in the background
void datacloud::loadtile(tilecacheelem *tile,int background)
   {
   // signal loading
   tile->isloading=TRUE;
   tile->background=background;

   // unlock critical section
   if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

   // lock io
   if (ISNOTREADY)
      if (CONFIGURE_AUTOLOCKIO!=0)
         if (LOCKIO_CALLBACK!=NULL) LOCKIO_CALLBACK(START_DATA);

   // load data
   REQUEST_CALLBACK(tile->tileid,tile->tile,tile->istexture,background,REQUEST_DATA);

   // auto mip-map textures in the background
   if (CONFIGURE_AUTOMIPMAP!=0)
      if (CONFIGURE_DONTFREE==0) tile->tile->automipmap();

   // autocompress textures in the background
   if (CONFIGURE_AUTOCOMPRESS!=0)
      if (CONFIGURE_DONTFREE==0)
         if (CONFIGURE_LOD0UNCOMPRESSED==0 || tile->lod>0) tile->tile->autocompress();

   // unlock io
   if (ISNOTREADY)
      if (CONFIGURE_AUTOLOCKIO!=0)
         if (LOCKIO_CALLBACK!=NULL) UNLOCKIO_CALLBACK(START_DATA);

   // relock critical section
   if (ISNOTREADY) LOCK_CALLBACK(START_DATA);

   // set access time
   tile->access=gettime();

   // signal availability
   tile->isloading=FALSE;
   tile->isavailable=TRUE;
   }
Esempio n. 2
0
// load a pending tile in the background
BOOLINT datacloud::loadpendingtile(int background)
   {
   float prio,p;

   tilecacheelem *tile,*scan;

   // lock critical section
   if (ISNOTREADY) LOCK_CALLBACK(START_DATA);

   prio=0.0f;

   tile=NULL;
   scan=TILECACHE;

   // scan for tile with highest priority
   while (scan!=NULL)
      {
      if (!scan->loprio && !scan->isavailable && !scan->isloading)
         {
         p=getpriority(scan);

         if (p>prio)
            {
            prio=p;
            tile=scan;
            }
         }

      scan=scan->next;
      }

   // check hi prio tile with highest priority first
   if (tile!=NULL)
      {
      // signal loading
      tile->isloading=TRUE;
      tile->background=background;

      // unlock critical section
      if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

      // lock io
      if (ISNOTREADY)
         if (CONFIGURE_AUTOLOCKIO!=0)
            if (LOCKIO_CALLBACK!=NULL) LOCKIO_CALLBACK(START_DATA);

      // load data
      REQUEST_CALLBACK(tile->tileid,tile->tile,tile->istexture,background,REQUEST_DATA);

      // autocompress textures in the background
      if (CONFIGURE_AUTOCOMPRESS!=0) tile->tile->autocompress();

      // unlock io
      if (ISNOTREADY)
         if (CONFIGURE_AUTOLOCKIO!=0)
            if (LOCKIO_CALLBACK!=NULL) UNLOCKIO_CALLBACK(START_DATA);

      // relock critical section
      if (ISNOTREADY) LOCK_CALLBACK(START_DATA);

      // signal availability
      tile->isavailable=TRUE;
      tile->isloading=FALSE;

      // decrease pending tile count
      PENDINGTILES--;

      // set access time
      tile->access=minitime();

      // unlock critical section
      if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

      return(TRUE);
      }

   tile=TILECACHE;

   // check for lo prio tiles next
   while (tile!=NULL)
      {
      if (tile->loprio && !tile->isavailable && !tile->isloading)
         {
         // signal loading
         tile->isloading=TRUE;
         tile->background=background;

         // unlock critical section
         if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

         // lock io
         if (ISNOTREADY)
            if (CONFIGURE_AUTOLOCKIO!=0)
               if (LOCKIO_CALLBACK!=NULL) LOCKIO_CALLBACK(START_DATA);

         // load data
         REQUEST_CALLBACK(tile->tileid,tile->tile,tile->istexture,background,REQUEST_DATA);

         // autocompress textures in the background
         if (CONFIGURE_AUTOCOMPRESS!=0) tile->tile->autocompress();

         // unlock io
         if (ISNOTREADY)
            if (CONFIGURE_AUTOLOCKIO!=0)
               if (LOCKIO_CALLBACK!=NULL) UNLOCKIO_CALLBACK(START_DATA);

         // relock critical section
         if (ISNOTREADY) LOCK_CALLBACK(START_DATA);

         // signal availability
         tile->isavailable=TRUE;
         tile->isloading=FALSE;

         // decrease pending tile count
         PENDINGTILES--;

         // set access time
         tile->access=minitime();

         // unlock critical section
         if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

         return(TRUE);
         }

      tile=tile->next;
      }

   // unlock critical section
   if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

   return(FALSE);
   }
Esempio n. 3
0
// insert a tile into the cache
tilecacheelem *datacloud::inserttile(unsigned char *tileid,int col,int row,BOOLINT istexture,BOOLINT immediate,BOOLINT loprio)
   {
   int i;

   tilecacheelem *oldtile,*newtile;

   // check for already existing tile
   oldtile=checktile(tileid,col,row,istexture,immediate,loprio);

   // already existing tile
   if (oldtile!=NULL)
      {
      newtile=oldtile;
      newtile->refcount++;
      }
   // allocate and initialize new tile
   else
      {
      newtile=new tilecacheelem;

      newtile->tileid=(unsigned char *)strdup((char *)tileid);
      newtile->tile=new databuf;

      newtile->col=col;
      newtile->row=row;

      newtile->istexture=istexture;

      newtile->loprio=loprio;

      newtile->refcount=1;

      newtile->isavailable=FALSE;
      newtile->isloading=FALSE;

      newtile->background=0;
      }

   // lock critical section
   if (ISNOTREADY) LOCK_CALLBACK(START_DATA);

   // load immediate data
   if (immediate && !newtile->isavailable)
      {
      // signal background thread to finish
      signalthread();

      // check if actual tile is already being loaded in the background
      if (newtile->isloading)
         {
         // unlock critical section
         if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

         // wait for background thread to finish loading
         stopthread(newtile->background);

         // relock critical section
         if (ISNOTREADY) LOCK_CALLBACK(START_DATA);
         }

      // load actual tile directly
      if (!newtile->isavailable)
         {
         // signal direct loading
         newtile->isloading=TRUE;

         // unlock critical section
         if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

         // lock io
         if (ISNOTREADY)
            if (CONFIGURE_AUTOLOCKIO!=0)
               if (LOCKIO_CALLBACK!=NULL) LOCKIO_CALLBACK(START_DATA);

         // load data
         REQUEST_CALLBACK(tileid,newtile->tile,istexture,0,REQUEST_DATA);

         // autocompress textures
         if (CONFIGURE_AUTOCOMPRESS!=0) newtile->tile->autocompress();

         // unlock io
         if (ISNOTREADY)
            if (CONFIGURE_AUTOLOCKIO!=0)
               if (LOCKIO_CALLBACK!=NULL) UNLOCKIO_CALLBACK(START_DATA);

         // relock critical section
         if (ISNOTREADY) LOCK_CALLBACK(START_DATA);

         // signal availability
         newtile->isavailable=TRUE;
         newtile->isloading=FALSE;

         // decrease pending tile count
         if (oldtile!=NULL) PENDINGTILES--;
         }
      }

   // unlock critical section
   if (ISNOTREADY) UNLOCK_CALLBACK(START_DATA);

   // set access time
   newtile->access=minitime();

   // insert tile at cache tail
   if (oldtile==NULL) inserttile(TILECACHETAIL,newtile);

   return(newtile);
   }