mirror of
https://github.com/Karaka-Management/cOMS.git
synced 2026-01-11 19:28:40 +00:00
491 lines
14 KiB
C++
491 lines
14 KiB
C++
/**
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* Jingga
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*
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* @copyright Jingga
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* @license OMS License 2.0
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* @version 1.0.0
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* @link https://jingga.app
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*/
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#ifndef TOS_APP_COMMAND_BUFFER_C
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#define TOS_APP_COMMAND_BUFFER_C
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/**
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* The AppCmdBuffer by itself doesn't do much, it simply takes in commands and executes them.
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* The actual execution depends on the implementation of the underlying systems like:
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* ECS, AMS, AudioMixer, ...
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* The AppCmdBuffer simplifies the interaction with those systems since the caller has to care less
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* about the information flow, function structure etc.
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* On the other hand the caller loses some control:
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* No control over the execution order, unless additional overhead like priority gets introduced
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* No control over what type of command are executed, unless additional overhead like command type checks get introduced
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* ...
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* In many cases you don't need this type of control, but when you need it you should probably look at how
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* this AppCmdBuffer interacts with the individual systems and manually call those
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*/
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#include "AppCmdBuffer.h"
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inline
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void cmd_buffer_create(AppCmdBuffer* cb, BufferMemory* buf, int32 commands_count)
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{
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chunk_init(&cb->commands, buf, commands_count, sizeof(Command), 64);
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pthread_mutex_init(&cb->mutex, NULL);
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}
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// This doesn't load the asset directly but tells (most likely) a worker thread to load an asset
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static inline
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void cmd_asset_load_enqueue(AppCmdBuffer* cb, Command* cmd)
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{
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queue_enqueue_wait_atomic(cb->assets_to_load, (byte *) cmd->data);
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}
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static inline
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void* cmd_func_run(AppCmdBuffer* cb, Command* cmd)
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{
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CommandFunc func = *((CommandFunc *) cmd->data);
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return func(cmd);
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}
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static inline
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Asset* cmd_asset_load(AppCmdBuffer* cb, Command* cmd)
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{
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int32 asset_id = (int32) str_to_int((char *) cmd->data);
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int32 archive_id = (asset_id >> 24) & 0xFF;
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return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->thrd_mem_vol);
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}
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static inline
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Asset* cmd_audio_play_enqueue(AppCmdBuffer* cb, Command* cmd)
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{
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
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if (!asset) {
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return asset;
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}
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// @todo How to handle settings = AudioInstance
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audio_mixer_play(
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&cb->mixer[(cmd->data + 32) ? *((int32 *) (cmd->data + 32)) : 0], // @bug how to handle multiple mixers
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asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :)
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(Audio *) asset->self
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);
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return asset;
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}
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static inline
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Asset* cmd_audio_play_async(AppCmdBuffer* cb, Command* cmd)
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{
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
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if (!asset) {
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cmd_asset_load_enqueue(cb, cmd);
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} else {
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cmd_audio_play_enqueue(cb, cmd);
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}
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return asset;
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}
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static inline
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Asset* cmd_texture_create(AppCmdBuffer* cb, Command* cmd)
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{
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
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if (!asset) {
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return asset;
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}
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Texture* texture = (Texture *) asset->self;
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if (cb->gpu_api == GPU_API_TYPE_OPENGL
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&& !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP)
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) {
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image_flip_vertical(cb->thrd_mem_vol, &texture->image);
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}
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return asset;
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}
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static inline
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Asset* cmd_texture_load_async(AppCmdBuffer* cb, Command* cmd)
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{
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
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if (!asset) {
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cmd_asset_load_enqueue(cb, cmd);
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} else {
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cmd_texture_create(cb, cmd);
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}
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return asset;
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}
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static inline
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Asset* cmd_font_create(AppCmdBuffer* cb, Command* cmd)
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{
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
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if (!asset) {
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return asset;
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}
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Font* font = (Font *) asset->self;
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if (cb->gpu_api == GPU_API_TYPE_OPENGL) {
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font_invert_coordinates(font);
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}
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return asset;
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}
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static inline
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Asset* cmd_font_load_async(AppCmdBuffer* cb, Command* cmd)
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{
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, (char *) cmd->data);
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if (!asset) {
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cmd_asset_load_enqueue(cb, cmd);
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} else {
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cmd_font_create(cb, cmd);
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}
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return asset;
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}
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inline
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void thrd_cmd_insert(AppCmdBuffer* cb, Command* cmd_temp)
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{
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pthread_mutex_lock(&cb->mutex);
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int32 index = chunk_reserve(&cb->commands, 1);
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if (index < 0) {
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pthread_mutex_unlock(&cb->mutex);
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ASSERT_SIMPLE(false);
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return;
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}
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if (index > cb->last_element) {
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cb->last_element = index;
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}
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Command* cmd = (Command *) chunk_get_element(&cb->commands, index);
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memcpy(cmd, cmd_temp, sizeof(Command));
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pthread_mutex_unlock(&cb->mutex);
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}
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inline
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void thrd_cmd_insert(AppCmdBuffer* cb, CommandType type, int32 data)
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{
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Command cmd;
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cmd.type = type;
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*((int32 *) cmd.data) = data;
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thrd_cmd_insert(cb, &cmd);
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}
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inline
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void thrd_cmd_insert(AppCmdBuffer* cb, CommandType type, const char* data)
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{
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Command cmd;
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cmd.type = type;
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str_copy_short((char *) cmd.data, data);
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thrd_cmd_insert(cb, &cmd);
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}
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inline void thrd_cmd_func_insert(AppCmdBuffer* cb, CommandType type, CommandFunc* func) {
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Command cmd;
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cmd.type = CMD_FUNC_RUN;
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*((CommandFunc *) cmd.data) = *func;
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thrd_cmd_insert(cb, &cmd);
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}
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inline void thrd_cmd_audio_play(AppCmdBuffer* cb, int32 data) {
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Command cmd;
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cmd.type = CMD_AUDIO_PLAY;
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*((int32 *) cmd.data) = data;
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thrd_cmd_insert(cb, &cmd);
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}
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inline void thrd_cmd_audio_play(AppCmdBuffer* cb, const char* data) {
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Command cmd;
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cmd.type = CMD_AUDIO_PLAY;
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str_copy_short((char *) cmd.data, data);
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thrd_cmd_insert(cb, &cmd);
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}
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inline void thrd_cmd_func_run(AppCmdBuffer* cb, CommandFunc* func) {
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Command cmd;
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cmd.type = CMD_FUNC_RUN;
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*((CommandFunc *) cmd.data) = *func;
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thrd_cmd_insert(cb, &cmd);
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}
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inline void thrd_cmd_texture_load(AppCmdBuffer* cb, int32 data) {
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Command cmd;
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cmd.type = CMD_TEXTURE_LOAD;
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*((int32 *) cmd.data) = data;
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thrd_cmd_insert(cb, &cmd);
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}
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inline void thrd_cmd_texture_load(AppCmdBuffer* cb, const char* data) {
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Command cmd;
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cmd.type = CMD_TEXTURE_LOAD;
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str_copy_short((char *) cmd.data, data);
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thrd_cmd_insert(cb, &cmd);
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}
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inline void thrd_cmd_font_load(AppCmdBuffer* cb, int32 data) {
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Command cmd;
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cmd.type = CMD_FONT_LOAD;
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*((int32 *) cmd.data) = data;
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thrd_cmd_insert(cb, &cmd);
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}
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inline void thrd_cmd_font_load(AppCmdBuffer* cb, const char* data) {
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Command cmd;
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cmd.type = CMD_FONT_LOAD;
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str_copy_short((char *) cmd.data, data);
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thrd_cmd_insert(cb, &cmd);
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}
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inline Asset* cmd_asset_load(AppCmdBuffer* cb, int32 asset_id)
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{
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int32 archive_id = (asset_id >> 24) & 0xFF;
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return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
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}
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inline Asset* cmd_asset_load(AppCmdBuffer* cb, const char* asset_id_str)
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{
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int32 asset_id = (int32) str_to_int(asset_id_str);
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int32 archive_id = (asset_id >> 24) & 0xFF;
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return asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
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}
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inline Asset* cmd_audio_play(AppCmdBuffer* cb, int32 asset_id)
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{
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// Check if asset already loaded
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char id_str[9];
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int_to_hex(asset_id, id_str);
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str);
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// Load asset if not loaded
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if (!asset) {
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int32 archive_id = (asset_id >> 24) & 0xFF;
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asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
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}
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// @todo How to handle settings = AudioInstance
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audio_mixer_play(
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&cb->mixer[0], // @bug how to handle multiple mixers
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asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :)
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(Audio *) asset->self
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);
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return asset;
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}
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inline Asset* cmd_audio_play(AppCmdBuffer* cb, const char* name) {
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// Check if asset already loaded
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, name);
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// Load asset if not loaded
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if (!asset) {
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int32 asset_id = (int32) hex_to_int(name);
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int32 archive_id = (asset_id >> 24) & 0xFF;
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asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
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}
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// @todo How to handle settings = AudioInstance
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audio_mixer_play(
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&cb->mixer[0], // @bug how to handle multiple mixers
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asset->official_id + 1, // @bug + 1 necessary since it starts at 0, I think. we are still in the design phase :)
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(Audio *) asset->self
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);
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return asset;
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}
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inline void* cmd_func_run(AppCmdBuffer* cb, CommandFunc func) {
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return func(NULL);
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}
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inline Asset* cmd_texture_load(AppCmdBuffer* cb, int32 asset_id) {
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// Check if asset already loaded
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char id_str[9];
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int_to_hex(asset_id, id_str);
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str);
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// Load asset if not loaded
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if (!asset) {
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int32 archive_id = (asset_id >> 24) & 0xFF;
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asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
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}
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// Setup basic texture
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Texture* texture = (Texture *) asset->self;
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if (cb->gpu_api == GPU_API_TYPE_OPENGL
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&& !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP)
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) {
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image_flip_vertical(cb->mem_vol, &texture->image);
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}
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// @question What about texture upload?
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return asset;
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}
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inline Asset* cmd_texture_load(AppCmdBuffer* cb, const char* name) {
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// Check if asset already loaded
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, name);
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// Load asset if not loaded
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if (!asset) {
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int32 asset_id = (int32) hex_to_int(name);
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int32 archive_id = (asset_id >> 24) & 0xFF;
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asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
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}
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// Setup basic texture
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Texture* texture = (Texture *) asset->self;
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if (cb->gpu_api == GPU_API_TYPE_OPENGL
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&& !(texture->image.image_settings & IMAGE_SETTING_BOTTOM_TO_TOP)
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) {
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image_flip_vertical(cb->mem_vol, &texture->image);
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}
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// @question What about texture upload?
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return asset;
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}
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inline Asset* cmd_font_load(AppCmdBuffer* cb, int32 asset_id) {
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// Check if asset already loaded
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char id_str[9];
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int_to_hex(asset_id, id_str);
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, id_str);
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// Load asset if not loaded
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if (!asset) {
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int32 archive_id = (asset_id >> 24) & 0xFF;
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asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
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}
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// Setup font
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Font* font = (Font *) asset->self;
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if (cb->gpu_api == GPU_API_TYPE_OPENGL) {
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font_invert_coordinates(font);
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}
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// @question What about also loading the font atlas
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return asset;
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}
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inline Asset* cmd_font_load(AppCmdBuffer* cb, const char* name) {
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// Check if asset already loaded
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Asset* asset = thrd_ams_get_asset_wait(cb->ams, name);
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// Load asset if not loaded
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if (!asset) {
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int32 asset_id = (int32) hex_to_int(name);
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int32 archive_id = (asset_id >> 24) & 0xFF;
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asset = asset_archive_asset_load(&cb->asset_archives[archive_id], asset_id, cb->ams, cb->mem_vol);
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}
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// Setup font
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Font* font = (Font *) asset->self;
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if (cb->gpu_api == GPU_API_TYPE_OPENGL) {
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font_invert_coordinates(font);
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}
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// @question What about also loading the font atlas
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return asset;
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}
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// @question In some cases we don't remove an element if it couldn't get completed
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// Would it make more sense to remove it and add a new follow up command automatically in such cases?
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// e.g. couldn't play audio since it isn't loaded -> queue for asset load -> queue for internal play
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// I gues this only makes sense if we would switch to a queue
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void cmd_iterate(AppCmdBuffer* cb)
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{
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int32 last_element = 0;
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int32 chunk_id = 0;
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chunk_iterate_start(&cb->commands, chunk_id)
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Command* cmd = (Command *) chunk_get_element(&cb->commands, chunk_id);
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bool remove = true;
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switch (cmd->type) {
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case CMD_FUNC_RUN: {
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cmd_func_run(cb, cmd);
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} break;
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case CMD_ASSET_ENQUEUE: {
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cmd_asset_load_enqueue(cb, cmd);
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} break;
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case CMD_ASSET_LOAD: {
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cmd_asset_load(cb, cmd);
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} break;
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case CMD_FILE_LOAD: {} break;
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case CMD_TEXTURE_LOAD: {
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remove = cmd_texture_load_async(cb, cmd) != NULL;
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} break;
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case CMD_TEXTURE_CREATE: {
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// Internal only
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cmd_texture_create(cb, cmd);
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} break;
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case CMD_FONT_LOAD: {
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remove = cmd_font_load_async(cb, cmd) != NULL;
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} break;
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case CMD_FONT_CREATE: {
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// Internal only
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cmd_font_create(cb, cmd);
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} break;
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case CMD_AUDIO_PLAY: {
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cmd_audio_play_async(cb, cmd);
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} break;
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case CMD_AUDIO_ENQUEUE: {
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// Internal only
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remove = cmd_audio_play_enqueue(cb, cmd) != NULL;
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} break;
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case CMD_SHADER_LOAD: {
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remove = cmd_shader_load(cb, cmd) != NULL;
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} break;
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default: {
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UNREACHABLE();
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}
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}
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if (!remove) {
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last_element = chunk_id;
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continue;
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}
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chunk_free_element(&cb->commands, free_index, bit_index);
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// @performance This adds some unnecessary overhead.
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// It would be much better, if we could define cb->last_element as the limit in the for loop
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if (chunk_id == cb->last_element) {
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break;
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}
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chunk_iterate_end;
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cb->last_element = last_element;
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}
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// @performance Locking the entire thing during the iteration is horribly slow, fix.
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// Solution 1: Use Queue
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// Solution 2: create a mask for the chunk->free which will be set (and only then locked) after everything is done
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// This has the risk that if it takes a long time we may run out of free indices for insert
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// This shouldn't happen since the command buffer shouldn't fill up in just 1-3 frames
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void thrd_cmd_iterate(AppCmdBuffer* cb)
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{
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pthread_mutex_lock(&cb->mutex);
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cmd_iterate(cb);
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pthread_mutex_unlock(&cb->mutex);
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}
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#endif |