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static void
RenderLayers(render_entry Entry);
static bool32
CheckQueue(uint16 Index)
{
bool32 Result = 0;
uint32 Q = SDL_AtomicGet(&QueuedEntries);
uint32 C = SDL_AtomicGet(&CurrentEntry);
if (Q > C)
{
if (SDL_AtomicCAS(&CurrentEntry, C, C + 1)) {
// printf("C: %i START: F%i Thread %i, region X%i Y%i\n", C, Entry->FrameNumber, Index, Entry->RenderRegion.Min.x, Entry->RenderRegion.Min.y);
RenderLayers(Entries[C]);
// printf("END: F%i Thread %i, region X%i Y%i\n", Entry->FrameNumber, Index, Entry->RenderRegion.Min.x, Entry->RenderRegion.Min.y);
SDL_AtomicAdd(&CompletedEntries, 1);
Result = 1;
}
}
return Result;
}
static int
TestThread(void *ptr)
{
uint16 Index = *(uint16 *)ptr;
for(;;)
{
if (!CheckQueue(Index))
{
SDL_SemWait(Semaphore);
}
}
}
static bool32
Threading_IsActive(render_type RenderType)
{
int32 Threads = 16;
if (RenderType == render_type_brush)
Threads = 4;
uint32 C = SDL_AtomicGet(&CompletedEntries);
Assert(C < Threads + 1);
return (C == Threads) ? false : true;
}
static void
Threading_BitmapOp(void *Data, void *OutputBuffer, render_type RenderType, rectangle InitialRenderRegion)
{
int i = (RenderType != render_type_brush) ? 4 : 2;
uint16 TileWidth = (InitialRenderRegion.Max.x - InitialRenderRegion.Min.x) / i;
uint16 TileHeight = (InitialRenderRegion.Max.y - InitialRenderRegion.Min.y) / i;
SDL_AtomicSet(&QueuedEntries, 0);
SDL_AtomicSet(&CurrentEntry, 0);
SDL_AtomicSet(&CompletedEntries, 0);
for (int y = 0; y < i; y++) {
for (int x = 0; x < i; x++) {
// if ((x == 0 && y == 0)|| RenderType != render_type_brush) {
rectangle RenderRegion = { TileWidth*x, TileHeight*y,
TileWidth + TileWidth*x, TileHeight + TileHeight*y };
if (RenderType != render_type_main) {
RenderRegion.Min.x += InitialRenderRegion.Min.x;
RenderRegion.Min.y += InitialRenderRegion.Min.y;
RenderRegion.Max.x += InitialRenderRegion.Min.x;
RenderRegion.Max.y += InitialRenderRegion.Min.y;
}
if (RenderRegion.Max.x > InitialRenderRegion.Max.x)
RenderRegion.Max.x = InitialRenderRegion.Max.x;
if (RenderRegion.Max.y > InitialRenderRegion.Max.y)
RenderRegion.Max.y = InitialRenderRegion.Max.y;
if (x == i-1)
RenderRegion.Max.x = InitialRenderRegion.Max.x;
if (y == i-1)
RenderRegion.Max.y = InitialRenderRegion.Max.y;
render_entry Entry = { Data, OutputBuffer, RenderType, RenderRegion };
uint32 Q = SDL_AtomicGet(&QueuedEntries);
*(Entries + Q) = Entry;
SDL_AtomicAdd(&QueuedEntries, 1);
SDL_SemPost(Semaphore);
// }
}
}
}
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