mirror of
https://github.com/blawar/GLideN64.git
synced 2024-07-07 03:13:49 +00:00
Use threads to generate noise textures data.
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parent
3da71d1fc4
commit
8d9b44b90f
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@ -1,3 +1,9 @@
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#include <thread>
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#include <array>
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#include <algorithm>
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#include <random>
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#include <functional>
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#include <cstdlib>
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#include <Graphics/Context.h>
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#include <Graphics/Context.h>
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#include <Graphics/Parameters.h>
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#include <Graphics/Parameters.h>
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#include "FrameBuffer.h"
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#include "FrameBuffer.h"
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@ -7,10 +13,12 @@
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#include "Textures.h"
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#include "Textures.h"
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#include "NoiseTexture.h"
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#include "NoiseTexture.h"
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#include "DisplayWindow.h"
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#include "DisplayWindow.h"
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#include <cstdlib>
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using namespace graphics;
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using namespace graphics;
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#define NOISE_TEX_WIDTH 640
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#define NOISE_TEX_HEIHT 580
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NoiseTexture g_noiseTexture;
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NoiseTexture g_noiseTexture;
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NoiseTexture::NoiseTexture()
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NoiseTexture::NoiseTexture()
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@ -18,12 +26,54 @@ NoiseTexture::NoiseTexture()
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{
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{
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}
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}
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typedef std::array<std::vector<u16>, NOISE_TEX_NUM> NoiseTexturesData;
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static
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void FillTextureData(u32 _seed, NoiseTexturesData * _pData, u32 _start, u32 _stop)
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{
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srand(_seed);
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for (u32 i = _start; i < _stop; ++i) {
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auto & vec = _pData->at(i);
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const size_t sz = vec.size();
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for (size_t t = 0; t < sz; ++t)
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vec[t] = rand() & 0xFFFF;
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}
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}
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void NoiseTexture::init()
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void NoiseTexture::init()
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{
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{
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if (config.generalEmulation.enableNoise == 0)
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if (config.generalEmulation.enableNoise == 0)
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return;
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return;
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std::vector<u16> ptr(640 * 580 / 2);
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NoiseTexturesData texData;
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for (auto& vec : texData)
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vec.resize(NOISE_TEX_WIDTH * NOISE_TEX_HEIHT / 2);
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const u32 concurentThreadsSupported = std::thread::hardware_concurrency();
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if (concurentThreadsSupported > 2) {
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const u32 numThreads = concurentThreadsSupported - 1;
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u32 chunk = NOISE_TEX_NUM / numThreads;
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if (NOISE_TEX_NUM % numThreads != 0)
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chunk++;
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std::uniform_int_distribution<u32> uint_dist;
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std::mt19937 engine; // Mersenne twister MT19937
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engine.seed(std::mt19937::default_seed);
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auto generator = std::bind(uint_dist, engine);
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std::vector<std::thread> threads;
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u32 start = 0;
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do {
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threads.emplace_back(
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FillTextureData, generator(), &texData, start, std::min(start + chunk, texData.size()));
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start += chunk;
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} while (start < NOISE_TEX_NUM);
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for (auto& t : threads)
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t.join();
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} else {
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FillTextureData(static_cast<u32>(time(nullptr)), &texData, 0, texData.size());
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}
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for (u32 i = 0; i < NOISE_TEX_NUM; ++i) {
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for (u32 i = 0; i < NOISE_TEX_NUM; ++i) {
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m_pTexture[i] = textureCache().addFrameBufferTexture(false);
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m_pTexture[i] = textureCache().addFrameBufferTexture(false);
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@ -35,8 +85,8 @@ void NoiseTexture::init()
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m_pTexture[i]->maskT = 0;
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m_pTexture[i]->maskT = 0;
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m_pTexture[i]->mirrorS = 0;
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m_pTexture[i]->mirrorS = 0;
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m_pTexture[i]->mirrorT = 0;
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m_pTexture[i]->mirrorT = 0;
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m_pTexture[i]->realWidth = 640;
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m_pTexture[i]->realWidth = NOISE_TEX_WIDTH;
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m_pTexture[i]->realHeight = 580;
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m_pTexture[i]->realHeight = NOISE_TEX_HEIHT;
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m_pTexture[i]->textureBytes = m_pTexture[i]->realWidth * m_pTexture[i]->realHeight;
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m_pTexture[i]->textureBytes = m_pTexture[i]->realWidth * m_pTexture[i]->realHeight;
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textureCache().addFrameBufferTextureSize(m_pTexture[i]->textureBytes);
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textureCache().addFrameBufferTextureSize(m_pTexture[i]->textureBytes);
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@ -60,11 +110,6 @@ void NoiseTexture::init()
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params.magFilter = textureParameters::FILTER_NEAREST;
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params.magFilter = textureParameters::FILTER_NEAREST;
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gfxContext.setTextureParameters(params);
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gfxContext.setTextureParameters(params);
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}
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}
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const u32 widthWords = m_pTexture[i]->realWidth / 2;
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for (u32 y = 0; y < m_pTexture[i]->realHeight; ++y) {
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for (u32 x = 0; x < widthWords; ++x)
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ptr[x + y*widthWords] = rand() & 0xFFFF;
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}
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{
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{
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Context::UpdateTextureDataParams params;
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Context::UpdateTextureDataParams params;
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params.handle = m_pTexture[i]->name;
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params.handle = m_pTexture[i]->name;
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@ -73,7 +118,7 @@ void NoiseTexture::init()
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params.height = m_pTexture[i]->realHeight;
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params.height = m_pTexture[i]->realHeight;
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params.format = fbTexFormats.noiseFormat;
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params.format = fbTexFormats.noiseFormat;
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params.dataType = fbTexFormats.noiseType;
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params.dataType = fbTexFormats.noiseType;
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params.data = ptr.data();
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params.data = texData[i].data();
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gfxContext.update2DTexture(params);
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gfxContext.update2DTexture(params);
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}
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}
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}
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}
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