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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-02 09:03:37 +00:00

Use threads to generate noise textures data.

This commit is contained in:
Sergey Lipskiy 2017-02-19 16:13:25 +07:00
parent 3da71d1fc4
commit 8d9b44b90f

View File

@ -1,3 +1,9 @@
#include <thread>
#include <array>
#include <algorithm>
#include <random>
#include <functional>
#include <cstdlib>
#include <Graphics/Context.h>
#include <Graphics/Parameters.h>
#include "FrameBuffer.h"
@ -7,10 +13,12 @@
#include "Textures.h"
#include "NoiseTexture.h"
#include "DisplayWindow.h"
#include <cstdlib>
using namespace graphics;
#define NOISE_TEX_WIDTH 640
#define NOISE_TEX_HEIHT 580
NoiseTexture g_noiseTexture;
NoiseTexture::NoiseTexture()
@ -18,12 +26,54 @@ NoiseTexture::NoiseTexture()
{
}
typedef std::array<std::vector<u16>, NOISE_TEX_NUM> NoiseTexturesData;
static
void FillTextureData(u32 _seed, NoiseTexturesData * _pData, u32 _start, u32 _stop)
{
srand(_seed);
for (u32 i = _start; i < _stop; ++i) {
auto & vec = _pData->at(i);
const size_t sz = vec.size();
for (size_t t = 0; t < sz; ++t)
vec[t] = rand() & 0xFFFF;
}
}
void NoiseTexture::init()
{
if (config.generalEmulation.enableNoise == 0)
return;
std::vector<u16> ptr(640 * 580 / 2);
NoiseTexturesData texData;
for (auto& vec : texData)
vec.resize(NOISE_TEX_WIDTH * NOISE_TEX_HEIHT / 2);
const u32 concurentThreadsSupported = std::thread::hardware_concurrency();
if (concurentThreadsSupported > 2) {
const u32 numThreads = concurentThreadsSupported - 1;
u32 chunk = NOISE_TEX_NUM / numThreads;
if (NOISE_TEX_NUM % numThreads != 0)
chunk++;
std::uniform_int_distribution<u32> uint_dist;
std::mt19937 engine; // Mersenne twister MT19937
engine.seed(std::mt19937::default_seed);
auto generator = std::bind(uint_dist, engine);
std::vector<std::thread> threads;
u32 start = 0;
do {
threads.emplace_back(
FillTextureData, generator(), &texData, start, std::min(start + chunk, texData.size()));
start += chunk;
} while (start < NOISE_TEX_NUM);
for (auto& t : threads)
t.join();
} else {
FillTextureData(static_cast<u32>(time(nullptr)), &texData, 0, texData.size());
}
for (u32 i = 0; i < NOISE_TEX_NUM; ++i) {
m_pTexture[i] = textureCache().addFrameBufferTexture(false);
@ -35,8 +85,8 @@ void NoiseTexture::init()
m_pTexture[i]->maskT = 0;
m_pTexture[i]->mirrorS = 0;
m_pTexture[i]->mirrorT = 0;
m_pTexture[i]->realWidth = 640;
m_pTexture[i]->realHeight = 580;
m_pTexture[i]->realWidth = NOISE_TEX_WIDTH;
m_pTexture[i]->realHeight = NOISE_TEX_HEIHT;
m_pTexture[i]->textureBytes = m_pTexture[i]->realWidth * m_pTexture[i]->realHeight;
textureCache().addFrameBufferTextureSize(m_pTexture[i]->textureBytes);
@ -60,11 +110,6 @@ void NoiseTexture::init()
params.magFilter = textureParameters::FILTER_NEAREST;
gfxContext.setTextureParameters(params);
}
const u32 widthWords = m_pTexture[i]->realWidth / 2;
for (u32 y = 0; y < m_pTexture[i]->realHeight; ++y) {
for (u32 x = 0; x < widthWords; ++x)
ptr[x + y*widthWords] = rand() & 0xFFFF;
}
{
Context::UpdateTextureDataParams params;
params.handle = m_pTexture[i]->name;
@ -73,7 +118,7 @@ void NoiseTexture::init()
params.height = m_pTexture[i]->realHeight;
params.format = fbTexFormats.noiseFormat;
params.dataType = fbTexFormats.noiseType;
params.data = ptr.data();
params.data = texData[i].data();
gfxContext.update2DTexture(params);
}
}