Esempio n. 1
0
// stop background thread
void datacloud::stopthread(int background)
   {
   int i;

   if (!ISNOTREADY) return;

   if (background==0)
      // stop all threads
      {
      signalthread();
      for (i=1; i<=MAXTHREADS; i++) stopthread(i);
      }
   else
      // join thread if it is still running
      if (!ISREADY[background])
         {
         SHOULDSTOP[background]=TRUE;
         JOIN_CALLBACK(&BACKARRAY[background],START_DATA);
         SHOULDSTOP[background]=FALSE;
         ISREADY[background]=TRUE;
         NUMTHREADS--;
         }

   if (NUMTHREADS==0) ISNOTREADY=FALSE;
   }
Esempio n. 2
0
// signal background thread to finish
void datacloud::signalthread(int background)
   {
   int i;

   if (!ISNOTREADY) return;

   if (background==0)
      // signal all threads to finish
      for (i=1; i<=MAXTHREADS; i++) signalthread(i);
   else
      // signal thread if it is still running
      if (!ISREADY[background]) SHOULDSTOP[background]=TRUE;
   }
Esempio n. 3
0
// insert a tile into the cache
tilecacheelem *datacloud::inserttile(const unsigned char *tileid,int col,int row,BOOLINT istexture,BOOLINT immediate,BOOLINT loprio,int lod)
   {
   tilecacheelem *oldtile,*newtile;

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

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

   // already existing tile
   if (oldtile!=NULL)
      {
      oldtile->refcount++;
      newtile=oldtile;
      }
   // 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->lod=lod;

      newtile->refcount=1;

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

      newtile->background=0;
      }

   // 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)
         {
         // load in foreground
         loadtile(newtile);

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

   // reset access time
   newtile->access=gettime();
   newtile->isdelayed=FALSE;

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

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

   return(newtile);
   }
Esempio n. 4
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);
   }