/** * Jingga * * @copyright Jingga * @license OMS License 2.0 * @version 1.0.0 * @link https://jingga.app */ #ifndef TOS_APP_COMMAND_BUFFER_C #define TOS_APP_COMMAND_BUFFER_C /** * The AppCmdBuffer by itself doesn't do much, it simply takes in commands and executes them. * The actual execution depends on the implementation of the underlying systems like: * ECS, AMS, AudioMixer, ... * The AppCmdBuffer simplifies the interaction with those systems since the caller has to care less * about the information flow, function structure etc. * On the other hand the caller loses some control: * No control over the execution order, unless additional overhead like priority gets introduced * No control over what type of command are executed, unless additional overhead like command type checks get introduced * ... * In many cases you don't need this type of control, but when you need it you should probably look at how * this AppCmdBuffer interacts with the individual systems and manually call those */ #include "AppCmdBuffer.h" inline void cmd_buffer_create(AppCmdBuffer* cb, BufferMemory* buf, int32 commands_count) { chunk_init(&cb->commands, buf, commands_count, sizeof(Command), 64); pthread_mutex_init(&cb->mutex, NULL); } // This doesn't load the asset directly but tells (most likely) a worker thread to load an asset static inline void cmd_asset_load_enqueue(AppCmdBuffer* cb, Command* cmd) { queue_enqueue_wait_atomic(cb->assets_to_load, (byte *) cmd->data); } static inline void* cmd_func_run(AppCmdBuffer* cb, Command* cmd) { CommandFunc func = *((CommandFunc *) cmd->data); return func(cmd); } static inline Asset* cmd_asset_load(AppCmdBuffer* cb, Command* cmd) { int32 asset_id = (int32) str_to_int((char *) cmd->data); int32 archive_id = (asset_id >> 24) & 0xFF; return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->thrd_mem_vol); } static inline Asset* cmd_audio_play_enqueue(AppCmdBuffer* cb, Command* cmd) { Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data); if (!asset) { return asset; } // @todo How to handle settings = AudioInstance audio_mixer_play( &cb->mixer[(cmd->data + 32) ? *((int32 *) (cmd->data + 32)) : 0], // @bug how to handle multiple mixers asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :) (Audio *) asset->self ); return asset; } static inline Asset* cmd_audio_play_async(AppCmdBuffer* cb, Command* cmd) { Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data); if (!asset) { cmd_asset_load_enqueue(cb, cmd); } else { cmd_audio_play_enqueue(cb, cmd); } return asset; } static inline Asset* cmd_texture_create(AppCmdBuffer* cb, Command* cmd) { Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data); if (!asset) { return asset; } Texture* texture = (Texture *) asset->self; if (cb->gpu_api == GPU_API_TYPE_OPENGL && !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP) ) { image_flip_vertical(cb->thrd_mem_vol, &texture->image); } return asset; } static inline Asset* cmd_texture_load_async(AppCmdBuffer* cb, Command* cmd) { Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data); if (!asset) { cmd_asset_load_enqueue(cb, cmd); } else { cmd_texture_create(cb, cmd); } return asset; } static inline Asset* cmd_font_create(AppCmdBuffer* cb, Command* cmd) { Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data); if (!asset) { return asset; } Font* font = (Font *) asset->self; if (cb->gpu_api == GPU_API_TYPE_OPENGL) { font_invert_coordinates(font); } return asset; } static inline Asset* cmd_font_load_async(AppCmdBuffer* cb, Command* cmd) { Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data); if (!asset) { cmd_asset_load_enqueue(cb, cmd); } else { cmd_font_create(cb, cmd); } return asset; } inline void thrd_cmd_insert(AppCmdBuffer* cb, Command* cmd_temp) { pthread_mutex_lock(&cb->mutex); int32 index = chunk_reserve(&cb->commands, 1); if (index < 0) { pthread_mutex_unlock(&cb->mutex); ASSERT_SIMPLE(false); return; } if (index > cb->last_element) { cb->last_element = index; } Command* cmd = (Command *) chunk_get_element(&cb->commands, index); memcpy(cmd, cmd_temp, sizeof(Command)); pthread_mutex_unlock(&cb->mutex); } inline void thrd_cmd_insert(AppCmdBuffer* cb, CommandType type, int32 data) { Command cmd; cmd.type = type; *((int32 *) cmd.data) = data; thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_insert(AppCmdBuffer* cb, CommandType type, const char* data) { Command cmd; cmd.type = type; str_copy_short((char *) cmd.data, data); thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_func_insert(AppCmdBuffer* cb, CommandType type, CommandFunc* func) { Command cmd; cmd.type = CMD_FUNC_RUN; *((CommandFunc *) cmd.data) = *func; thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_audio_play(AppCmdBuffer* cb, int32 data) { Command cmd; cmd.type = CMD_AUDIO_PLAY; *((int32 *) cmd.data) = data; thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_audio_play(AppCmdBuffer* cb, const char* data) { Command cmd; cmd.type = CMD_AUDIO_PLAY; str_copy_short((char *) cmd.data, data); thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_func_run(AppCmdBuffer* cb, CommandFunc* func) { Command cmd; cmd.type = CMD_FUNC_RUN; *((CommandFunc *) cmd.data) = *func; thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_texture_load(AppCmdBuffer* cb, int32 data) { Command cmd; cmd.type = CMD_TEXTURE_LOAD; *((int32 *) cmd.data) = data; thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_texture_load(AppCmdBuffer* cb, const char* data) { Command cmd; cmd.type = CMD_TEXTURE_LOAD; str_copy_short((char *) cmd.data, data); thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_font_load(AppCmdBuffer* cb, int32 data) { Command cmd; cmd.type = CMD_FONT_LOAD; *((int32 *) cmd.data) = data; thrd_cmd_insert(cb, &cmd); } inline void thrd_cmd_font_load(AppCmdBuffer* cb, const char* data) { Command cmd; cmd.type = CMD_FONT_LOAD; str_copy_short((char *) cmd.data, data); thrd_cmd_insert(cb, &cmd); } inline Asset* cmd_asset_load(AppCmdBuffer* cb, int32 asset_id) { int32 archive_id = (asset_id >> 24) & 0xFF; return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol); } inline Asset* cmd_asset_load(AppCmdBuffer* cb, const char* asset_id_str) { int32 asset_id = (int32) str_to_int(asset_id_str); int32 archive_id = (asset_id >> 24) & 0xFF; return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol); } inline Asset* cmd_audio_play(AppCmdBuffer* cb, int32 asset_id) { // Check if asset already loaded char id_str[9]; int_to_hex(asset_id, id_str); Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str); // Load asset if not loaded if (!asset) { int32 archive_id = (asset_id >> 24) & 0xFF; asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol); } // @todo How to handle settings = AudioInstance audio_mixer_play( &cb->mixer[0], // @bug how to handle multiple mixers asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :) (Audio *) asset->self ); return asset; } inline Asset* cmd_audio_play(AppCmdBuffer* cb, const char* name) { // Check if asset already loaded Asset* asset = thrd_ams_get_asset_wait(cb->ams, name); // Load asset if not loaded if (!asset) { int32 asset_id = (int32) hex_to_int(name); int32 archive_id = (asset_id >> 24) & 0xFF; asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol); } // @todo How to handle settings = AudioInstance audio_mixer_play( &cb->mixer[0], // @bug how to handle multiple mixers asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :) (Audio *) asset->self ); return asset; } inline void* cmd_func_run(AppCmdBuffer* cb, CommandFunc func) { return func(NULL); } inline Asset* cmd_texture_load(AppCmdBuffer* cb, int32 asset_id) { // Check if asset already loaded char id_str[9]; int_to_hex(asset_id, id_str); Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str); // Load asset if not loaded if (!asset) { int32 archive_id = (asset_id >> 24) & 0xFF; asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol); } // Setup basic texture Texture* texture = (Texture *) asset->self; if (cb->gpu_api == GPU_API_TYPE_OPENGL && !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP) ) { image_flip_vertical(cb->mem_vol, &texture->image); } // @question What about texture upload? return asset; } inline Asset* cmd_texture_load(AppCmdBuffer* cb, const char* name) { // Check if asset already loaded Asset* asset = thrd_ams_get_asset_wait(cb->ams, name); // Load asset if not loaded if (!asset) { int32 asset_id = (int32) hex_to_int(name); int32 archive_id = (asset_id >> 24) & 0xFF; asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol); } // Setup basic texture Texture* texture = (Texture *) asset->self; if (cb->gpu_api == GPU_API_TYPE_OPENGL && !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP) ) { image_flip_vertical(cb->mem_vol, &texture->image); } // @question What about texture upload? return asset; } inline Asset* cmd_font_load(AppCmdBuffer* cb, int32 asset_id) { // Check if asset already loaded char id_str[9]; int_to_hex(asset_id, id_str); Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str); // Load asset if not loaded if (!asset) { int32 archive_id = (asset_id >> 24) & 0xFF; asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol); } // Setup font Font* font = (Font *) asset->self; if (cb->gpu_api == GPU_API_TYPE_OPENGL) { font_invert_coordinates(font); } // @question What about also loading the font atlas return asset; } inline Asset* cmd_font_load(AppCmdBuffer* cb, const char* name) { // Check if asset already loaded Asset* asset = thrd_ams_get_asset_wait(cb->ams, name); // Load asset if not loaded if (!asset) { int32 asset_id = (int32) hex_to_int(name); int32 archive_id = (asset_id >> 24) & 0xFF; asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol); } // Setup font Font* font = (Font *) asset->self; if (cb->gpu_api == GPU_API_TYPE_OPENGL) { font_invert_coordinates(font); } // @question What about also loading the font atlas return asset; } // @question In some cases we don't remove an element if it couldn't get completed // Would it make more sense to remove it and add a new follow up command automatically in such cases? // e.g. couldn't play audio since it isn't loaded -> queue for asset load -> queue for internal play // I gues this only makes sense if we would switch to a queue void cmd_iterate(AppCmdBuffer* cb) { int32 last_element = 0; int32 chunk_id = 0; chunk_iterate_start(&cb->commands, chunk_id) Command* cmd = (Command *) chunk_get_element(&cb->commands, chunk_id); bool remove = true; switch (cmd->type) { case CMD_FUNC_RUN: { cmd_func_run(cb, cmd); } break; case CMD_ASSET_ENQUEUE: { cmd_asset_load_enqueue(cb, cmd); } break; case CMD_ASSET_LOAD: { cmd_asset_load(cb, cmd); } break; case CMD_FILE_LOAD: {} break; case CMD_TEXTURE_LOAD: { remove = cmd_texture_load_async(cb, cmd) != NULL; } break; case CMD_TEXTURE_CREATE: { // Internal only cmd_texture_create(cb, cmd); } break; case CMD_FONT_LOAD: { remove = cmd_font_load_async(cb, cmd) != NULL; } break; case CMD_FONT_CREATE: { // Internal only cmd_font_create(cb, cmd); } break; case CMD_AUDIO_PLAY: { cmd_audio_play_async(cb, cmd); } break; case CMD_AUDIO_ENQUEUE: { // Internal only remove = cmd_audio_play_enqueue(cb, cmd) != NULL; } break; case CMD_SHADER_LOAD: { remove = cmd_shader_load(cb, cmd) != NULL; } break; default: { UNREACHABLE(); } } if (!remove) { last_element = chunk_id; continue; } chunk_free_element(&cb->commands, free_index, bit_index); // @performance This adds some unnecessary overhead. // It would be much better, if we could define cb->last_element as the limit in the for loop if (chunk_id == cb->last_element) { break; } chunk_iterate_end; cb->last_element = last_element; } // @performance Locking the entire thing during the iteration is horribly slow, fix. // Solution 1: Use Queue // Solution 2: create a mask for the chunk->free which will be set (and only then locked) after everything is done // This has the risk that if it takes a long time we may run out of free indices for insert // This shouldn't happen since the command buffer shouldn't fill up in just 1-3 frames void thrd_cmd_iterate(AppCmdBuffer* cb) { pthread_mutex_lock(&cb->mutex); cmd_iterate(cb); pthread_mutex_unlock(&cb->mutex); } #endif