Esempio n. 1
0
void ShaderSource::insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program)
{
	/*infostream<<"ShaderSource::insertSourceShader(): "
			"name_of_shader=\""<<name_of_shader<<"\", "
			"filename=\""<<filename<<"\""<<std::endl;*/

	sanity_check(thr_is_current_thread(m_main_thread));

	m_sourcecache.insert(name_of_shader, filename, program, true);
}
Esempio n. 2
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/*
	This method generates all the shaders
*/
u32 ShaderSource::getShaderIdDirect(const std::string &name,
		const u8 material_type, const u8 drawtype)
{
	//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;

	// Empty name means shader 0
	if(name == ""){
		infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
		return 0;
	}

	// Check if already have such instance
	for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
		ShaderInfo *info = &m_shaderinfo_cache[i];
		if(info->name == name && info->material_type == material_type &&
			info->drawtype == drawtype)
			return i;
	}

	/*
		Calling only allowed from main thread
	*/
	if (!thr_is_current_thread(m_main_thread)) {
		errorstream<<"ShaderSource::getShaderIdDirect() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
			m_shader_callback, &m_sourcecache);

	/*
		Add shader to caches (add dummy shaders too)
	*/

	MutexAutoLock lock(m_shaderinfo_cache_mutex);

	u32 id = m_shaderinfo_cache.size();
	m_shaderinfo_cache.push_back(info);

	infostream<<"getShaderIdDirect(): "
			<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;

	return id;
}
Esempio n. 3
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u32 ShaderSource::getShader(const std::string &name,
		const u8 material_type, const u8 drawtype)
{
	/*
		Get shader
	*/

	if (thr_is_current_thread(m_main_thread)) {
		return getShaderIdDirect(name, material_type, drawtype);
	} else {
		/*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/

		// We're gonna ask the result to be put into here

		static ResultQueue<std::string, u32, u8, u8> result_queue;

		// Throw a request in
		m_get_shader_queue.add(name, 0, 0, &result_queue);

		/* infostream<<"Waiting for shader from main thread, name=\""
				<<name<<"\""<<std::endl;*/

		while(true) {
			GetResult<std::string, u32, u8, u8>
				result = result_queue.pop_frontNoEx();

			if (result.key == name) {
				return result.item;
			}
			else {
				errorstream << "Got shader with invalid name: " << result.key << std::endl;
			}
		}

	}

	infostream<<"getShader(): Failed"<<std::endl;

	return 0;
}
Esempio n. 4
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	ClientCached* getClientCached(const std::string &name,
			IGameDef *gamedef) const
	{
		ClientCached *cc = NULL;
		m_clientcached.get(name, &cc);
		if(cc)
			return cc;

		if(thr_is_current_thread(m_main_thread))
		{
			return createClientCachedDirect(name, gamedef);
		}
		else
		{
			// We're gonna ask the result to be put into here
			static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;

			// Throw a request in
			m_get_clientcached_queue.add(name, 0, 0, &result_queue);
			try{
				while(true) {
					// Wait result for a second
					GetResult<std::string, ClientCached*, u8, u8>
						result = result_queue.pop_front(1000);

					if (result.key == name) {
						return result.item;
					}
				}
			}
			catch(ItemNotFoundException &e)
			{
				errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
				return &m_dummy_clientcached;
			}
		}
	}
Esempio n. 5
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	ClientCached* createClientCachedDirect(const std::string &name,
			IGameDef *gamedef) const
	{
		infostream<<"Lazily creating item texture and mesh for \""
				<<name<<"\""<<std::endl;

		// This is not thread-safe
		sanity_check(thr_is_current_thread(m_main_thread));

		// Skip if already in cache
		ClientCached *cc = NULL;
		m_clientcached.get(name, &cc);
		if(cc)
			return cc;

		ITextureSource *tsrc = gamedef->getTextureSource();
		const ItemDefinition &def = get(name);

		// Create new ClientCached
		cc = new ClientCached();

		// Create an inventory texture
		cc->inventory_texture = NULL;
		if(def.inventory_image != "")
			cc->inventory_texture = tsrc->getTexture(def.inventory_image);

		ItemStack item = ItemStack();
		item.name = def.name;

		scene::IMesh *mesh = getItemMesh(gamedef, item);
		cc->wield_mesh = mesh;

		// Put in cache
		m_clientcached.set(name, cc);

		return cc;
	}
Esempio n. 6
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bool Thread::isCurrentThread()
{
	return thr_is_current_thread(m_thread_id);
}