virtualx-engine/core/command_queue_mt.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

107 lines
3.1 KiB
C++

/*************************************************************************/
/* command_queue_mt.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "command_queue_mt.h"
#include "os/os.h"
void CommandQueueMT::lock() {
if (mutex)
mutex->lock();
}
void CommandQueueMT::unlock() {
if (mutex)
mutex->unlock();
}
void CommandQueueMT::wait_for_flush() {
// wait one millisecond for a flush to happen
OS::get_singleton()->delay_usec(1000);
}
CommandQueueMT::SyncSemaphore* CommandQueueMT::_alloc_sync_sem() {
int idx=-1;
while(true) {
for(int i=0;i<SYNC_SEMAPHORES;i++) {
if (!sync_sems[i].in_use) {
sync_sems[i].in_use=true;
idx=i;
break;
}
}
if (idx==-1) {
wait_for_flush();
} else {
break;
}
}
return &sync_sems[idx];
}
CommandQueueMT::CommandQueueMT(bool p_sync){
read_ptr=0;
write_ptr=0;
mutex = Mutex::create();
for(int i=0;i<SYNC_SEMAPHORES;i++) {
sync_sems[i].sem=Semaphore::create();
sync_sems[i].in_use=false;
}
if (p_sync)
sync = Semaphore::create();
else
sync=NULL;
}
CommandQueueMT::~CommandQueueMT() {
if (sync)
memdelete(sync);
memdelete(mutex);
for(int i=0;i<SYNC_SEMAPHORES;i++) {
memdelete(sync_sems[i].sem);
}
}