summaryrefslogtreecommitdiff
path: root/src/shader.cpp
diff options
context:
space:
mode:
authorShadowNinja <shadowninja@minetest.net>2015-04-07 06:13:12 -0400
committerShadowNinja <shadowninja@minetest.net>2015-08-23 22:04:06 -0400
commite4bff8be94c0db4f94e63ad448d0eeb869ccdbbd (patch)
tree7935586e79da5c8c7144e345a8c0fc1cda53beed /src/shader.cpp
parent6a1047d8c116f793890b63427d53f04ceca95d54 (diff)
downloadminetest-e4bff8be94c0db4f94e63ad448d0eeb869ccdbbd.tar.gz
minetest-e4bff8be94c0db4f94e63ad448d0eeb869ccdbbd.tar.bz2
minetest-e4bff8be94c0db4f94e63ad448d0eeb869ccdbbd.zip
Clean up threading
* Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
Diffstat (limited to 'src/shader.cpp')
-rw-r--r--src/shader.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/shader.cpp b/src/shader.cpp
index 7e4f40810..e441883fb 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -328,7 +328,7 @@ private:
// The first position contains a dummy shader.
std::vector<ShaderInfo> m_shaderinfo_cache;
// The former container is behind this mutex
- JMutex m_shaderinfo_cache_mutex;
+ Mutex m_shaderinfo_cache_mutex;
// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
@@ -469,7 +469,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
Add shader to caches (add dummy shaders too)
*/
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+ MutexAutoLock lock(m_shaderinfo_cache_mutex);
u32 id = m_shaderinfo_cache.size();
m_shaderinfo_cache.push_back(info);
@@ -483,7 +483,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
ShaderInfo ShaderSource::getShaderInfo(u32 id)
{
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+ MutexAutoLock lock(m_shaderinfo_cache_mutex);
if(id >= m_shaderinfo_cache.size())
return ShaderInfo();
@@ -511,7 +511,7 @@ void ShaderSource::insertSourceShader(const std::string &name_of_shader,
void ShaderSource::rebuildShaders()
{
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+ MutexAutoLock lock(m_shaderinfo_cache_mutex);
/*// Oh well... just clear everything, they'll load sometime.
m_shaderinfo_cache.clear();