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author | ShadowNinja <shadowninja@minetest.net> | 2015-04-07 06:13:12 -0400 |
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committer | ShadowNinja <shadowninja@minetest.net> | 2015-08-23 22:04:06 -0400 |
commit | e4bff8be94c0db4f94e63ad448d0eeb869ccdbbd (patch) | |
tree | 7935586e79da5c8c7144e345a8c0fc1cda53beed /src/shader.cpp | |
parent | 6a1047d8c116f793890b63427d53f04ceca95d54 (diff) | |
download | minetest-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.cpp | 8 |
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(); |