wip multithreaded texture load

This commit is contained in:
veclavtalica
2025-02-09 07:34:16 +03:00
parent 037548436d
commit 5a7d7433d1
5 changed files with 158 additions and 52 deletions

View File

@ -46,7 +46,7 @@ typedef struct TextureCache {
bool is_dirty; /* current atlas needs to be recreated */
} TextureCache;
/* type safe structure for persistent texture handles */
/* type safe structure for frame persistent texture handles */
typedef struct TextureKey { uint16_t id; } TextureKey;
/* tests whether given key structure corresponds to any texture */
@ -56,17 +56,12 @@ typedef struct TextureKey { uint16_t id; } TextureKey;
void textures_cache_init(struct TextureCache *cache, SDL_Window *window);
void textures_cache_deinit(struct TextureCache *cache);
/* loads an image if it isn't in the cache, otherwise a no-op. */
/* can be called from anywhere at any time after init, useful if you want to */
/* preload textures you know will definitely be used */
// void textures_load(struct texture_cache *cache, const char *path);
/* repacks the current texture atlas based on the texture cache if needed */
/* any previously returned srcrect results are invalidated after that */
/* call it every time before rendering */
void textures_update_atlas(TextureCache *cache);
/* returns a persistent handle to some texture in cache, loading it if needed */
/* returns a frame persistent handle to some texture in cache, loading it if needed */
/* check the result with m_texture_key_is_valid() */
TextureKey textures_get_key(TextureCache *cache, const char *path);
@ -96,4 +91,7 @@ void textures_reset_state(void);
/* warn: surface->pixels must be freed along side the surface itself */
SDL_Surface *textures_load_surface(const char *path);
/* note: will only take an effect after `textures_update_atlas` */
bool textures_load_workers_thread(void);
#endif