void TextureSource::processQueue() { /* Fetch textures */ if(!m_get_texture_queue.empty()) { GetRequest<std::string, u32, u8, u8> request = m_get_texture_queue.pop(); /*infostream<<"TextureSource::processQueue(): " <<"got texture request with " <<"name=\""<<request.key<<"\"" <<std::endl;*/ m_get_texture_queue.pushResult(request,getTextureIdDirect(request.key)); } }
void ShaderSource::processQueue() { /* Fetch shaders */ //NOTE this is only thread safe for ONE consumer thread! if(!m_get_shader_queue.empty()){ GetRequest<std::string, u32, u8, u8> request = m_get_shader_queue.pop(); /**errorstream<<"ShaderSource::processQueue(): " <<"got shader request with " <<"name=\""<<request.key<<"\"" <<std::endl;**/ m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key)); } }