proper state, handling of fans

This commit is contained in:
veclavtalica 2025-02-07 13:42:01 +03:00
parent 990135105a
commit 559ff9fedc
4 changed files with 104 additions and 33 deletions

View File

@ -341,5 +341,7 @@ void issue_deferred_draw_commands(void);
bool model_load_workers_thread(void);
void finally_draw_models(void);
void free_model_cache(void);
void model_state_deinit(void);
#endif

View File

@ -1,6 +1,5 @@
#include "twn_draw_c.h"
#include "twn_draw.h"
#include "twn_util.h"
#include "twn_workers_c.h"
#define FAST_OBJ_IMPLEMENTATION
@ -13,7 +12,7 @@
static struct ModelCacheItem {
char const *key;
char *key;
struct ModelCacheItemValue {
fastObjMesh *mesh;
} value;
@ -29,7 +28,7 @@ static struct ModelDrawCommand {
/* deferred queue of model files to load from worker threads */
static SDL_mutex *model_load_mutex;
static char **model_load_queue;
static char const **model_load_queue;
static bool model_load_initialized;
/* use streaming via callbacks to reduce memory congestion */
@ -69,7 +68,7 @@ static bool model_load_workers_finished(void) {
/* returns false if there was nothing to do */
bool model_load_workers_thread(void) {
/* attempt to grab something to work on */
char *load_request = NULL;
char const *load_request = NULL;
SDL_LockMutex(model_load_mutex);
if (arrlenu(model_load_queue) != 0)
load_request = arrpop(model_load_queue);
@ -107,26 +106,26 @@ void draw_model(const char *model,
model_load_initialized = true;
}
/* make sure not to reference parameter longer than duration of this function */
char *model_copy = SDL_strdup(model);
model = NULL; /* trap */
struct ModelCacheItem const *item;
/* if model is missing, queue it up for loading */
SDL_LockMutex(model_load_mutex);
if (!(item = shgetp_null(model_cache, model))) {
model = SDL_strdup(model);
shput(model_cache, model, (struct ModelCacheItemValue){0});
arrpush(model_load_queue, model);
SDL_SemPost(workers_job_semaphore);
} else
model = item->key;
SDL_UnlockMutex(model_load_mutex);
struct ModelDrawCommand const command = {
.model = model_copy,
.model = (char *)model,
.position = position,
.rotation = rotation,
.scale = scale
};
arrpush(model_draw_commands, command);
/* if model is missing, queue it up for loading */
SDL_LockMutex(model_load_mutex);
if (!(shgetp_null(model_cache, model_copy))) {
shput(model_cache, model_copy, (struct ModelCacheItemValue){0});
arrpush(model_load_queue, model_copy);
SDL_SemPost(workers_job_semaphore);
}
SDL_UnlockMutex(model_load_mutex);
}
@ -147,20 +146,57 @@ void finally_draw_models(void) {
// fastObjTexture const *const texture = &mesh->textures[group->face_offset + f];
// log_info("material: %s", material->name);
/* TODO: support arbitrary fans */
SDL_assert(vertices == 4);
fastObjIndex i0 = mesh->indices[group->index_offset + idx + 0];
fastObjIndex i1 = mesh->indices[group->index_offset + idx + 1];
fastObjIndex i2 = mesh->indices[group->index_offset + idx + 2];
fastObjIndex i3 = mesh->indices[group->index_offset + idx + 3];
draw_quad(
"asd",
(Vec3) { mesh->positions[3 * i0.p + 0], mesh->positions[3 * i0.p + 1], mesh->positions[3 * i0.p + 2] },
(Vec3) { mesh->positions[3 * i1.p + 0], mesh->positions[3 * i1.p + 1], mesh->positions[3 * i1.p + 2] },
(Vec3) { mesh->positions[3 * i2.p + 0], mesh->positions[3 * i2.p + 1], mesh->positions[3 * i2.p + 2] },
(Vec3) { mesh->positions[3 * i3.p + 0], mesh->positions[3 * i3.p + 1], mesh->positions[3 * i3.p + 2] },
(Rect) { .w = 64, .h = 64 },
(Color) { 255, 255, 255, 255 }
);
unsigned int const material_index = mesh->face_materials[group->index_offset + f];
fastObjMaterial const *const material = mesh->materials ? &mesh->materials[material_index] : NULL;
if (vertices == 4) {
fastObjIndex const i0 = mesh->indices[group->index_offset + idx + 0];
fastObjIndex const i1 = mesh->indices[group->index_offset + idx + 1];
fastObjIndex const i2 = mesh->indices[group->index_offset + idx + 2];
fastObjIndex const i3 = mesh->indices[group->index_offset + idx + 3];
draw_quad(
material ? mesh->textures[material->map_Kd].name : NULL,
(Vec3) { mesh->positions[3 * i0.p + 0] * command->scale.x, mesh->positions[3 * i0.p + 1] * command->scale.y, mesh->positions[3 * i0.p + 2] * command->scale.z },
(Vec3) { mesh->positions[3 * i1.p + 0] * command->scale.x, mesh->positions[3 * i1.p + 1] * command->scale.y, mesh->positions[3 * i1.p + 2] * command->scale.z },
(Vec3) { mesh->positions[3 * i2.p + 0] * command->scale.x, mesh->positions[3 * i2.p + 1] * command->scale.y, mesh->positions[3 * i2.p + 2] * command->scale.z },
(Vec3) { mesh->positions[3 * i3.p + 0] * command->scale.x, mesh->positions[3 * i3.p + 1] * command->scale.y, mesh->positions[3 * i3.p + 2] * command->scale.z },
(Rect) { .w = 64, .h = 64 },
(Color) { 255, 255, 255, 255 }
);
} else if (vertices == 3) {
fastObjIndex const i0 = mesh->indices[group->index_offset + idx + 0];
fastObjIndex const i1 = mesh->indices[group->index_offset + idx + 1];
fastObjIndex const i2 = mesh->indices[group->index_offset + idx + 2];
draw_triangle(
material ? mesh->textures[material->map_Kd].name : NULL,
(Vec3) { mesh->positions[3 * i0.p + 0] * command->scale.x, mesh->positions[3 * i0.p + 1] * command->scale.y, mesh->positions[3 * i0.p + 2] * command->scale.z },
(Vec3) { mesh->positions[3 * i1.p + 0] * command->scale.x, mesh->positions[3 * i1.p + 1] * command->scale.y, mesh->positions[3 * i1.p + 2] * command->scale.z },
(Vec3) { mesh->positions[3 * i2.p + 0] * command->scale.x, mesh->positions[3 * i2.p + 1] * command->scale.y, mesh->positions[3 * i2.p + 2] * command->scale.z },
(Vec2) {0,0},
(Vec2) {0,0},
(Vec2) {0,0},
(Color){255, 255, 255, 255},
(Color){255, 255, 255, 255},
(Color){255, 255, 255, 255}
);
} else {
fastObjIndex const i0 = mesh->indices[group->index_offset + idx];
for (unsigned int z = 0; z < vertices - 2; ++z) {
fastObjIndex const i1 = mesh->indices[group->index_offset + idx + 1 + z];
fastObjIndex const i2 = mesh->indices[group->index_offset + idx + 2 + z];
draw_triangle(
material ? mesh->textures[material->map_Kd].name : NULL,
(Vec3) { mesh->positions[3 * i0.p + 0] * command->scale.x, mesh->positions[3 * i0.p + 1] * command->scale.y, mesh->positions[3 * i0.p + 2] * command->scale.z },
(Vec3) { mesh->positions[3 * i1.p + 0] * command->scale.x, mesh->positions[3 * i1.p + 1] * command->scale.y, mesh->positions[3 * i1.p + 2] * command->scale.z },
(Vec3) { mesh->positions[3 * i2.p + 0] * command->scale.x, mesh->positions[3 * i2.p + 1] * command->scale.y, mesh->positions[3 * i2.p + 2] * command->scale.z },
(Vec2) {0,0},
(Vec2) {0,0},
(Vec2) {0,0},
(Color){255, 255, 255, 255},
(Color){255, 255, 255, 255},
(Color){255, 255, 255, 255}
);
}
}
idx += vertices;
}
}
@ -168,3 +204,27 @@ void finally_draw_models(void) {
arrsetlen(model_draw_commands, 0);
}
/* drop model caches */
void free_model_cache(void) {
while (!model_load_workers_finished()) {
(void)0;
}
for (size_t i = 0; i < shlenu(model_cache); ++i) {
fast_obj_destroy(model_cache[i].value.mesh);
SDL_free(model_cache[i].key);
}
shfree(model_cache);
}
void model_state_deinit(void) {
SDL_assert(model_load_initialized);
free_model_cache();
arrfree(model_load_queue);
SDL_DestroyMutex(model_load_mutex);
model_load_initialized = false;
}

View File

@ -726,6 +726,7 @@ static void clean_up(void) {
toml_free(ctx.config_table);
PHYSFS_deinit();
workers_deinit();
model_state_deinit();
SDL_free(ctx.base_dir);
SDL_free(ctx.title);
SDL_GL_DeleteContext(ctx.gl_context);

View File

@ -4,10 +4,10 @@
SDL_sem *workers_job_semaphore;
static SDL_Thread *workers_pool[MAX_WORKERS];
static size_t workers_pool_size;
static SDL_mutex *workers_mutex;
static bool workers_should_exit;
static SDL_sem *workers_exit_semaphore; /* should come to count of `workers_pool_size` */
/* logic is such that when job is posted, worker threads attempt to grab it from any possible entry point */
/* if it did something, which is signaled by `true` return, go back to waiting on semaphore, so that it's decremented properly */
@ -31,6 +31,9 @@ static int worker_thread(void *udata) {
continue;
}
/* let the main thread collect it */
SDL_SemPost(workers_exit_semaphore);
return 0;
}
@ -52,6 +55,7 @@ bool workers_init(size_t worker_count) {
workers_pool_size = worker_count;
workers_job_semaphore = SDL_CreateSemaphore(0);
workers_exit_semaphore = SDL_CreateSemaphore(0);
workers_mutex = SDL_CreateMutex();
return true;
}
@ -62,8 +66,12 @@ void workers_deinit(void) {
workers_should_exit = true;
SDL_UnlockMutex(workers_mutex);
/* TODO: that's not correct */
for (size_t i = 0; i < workers_pool_size; ++i) {
SDL_SemWait(workers_exit_semaphore);
}
SDL_DestroyMutex(workers_mutex);
SDL_DestroySemaphore(workers_job_semaphore);
SDL_DestroySemaphore(workers_exit_semaphore);
workers_pool_size = 0;
}