- RESF_UNSAFE is removed. - Resources that don't have to be finalized on the main thread can load completely asynchronously. - A thread waiting for a concurrent task to complete can start executing that task itself if it hasn't started yet. - Refactor the resource loading interface, add support for load-time dependencies. - Main-thread finalization of asynchronously loaded resources is now spread out across multiple frames to mitigate frametime spikes. - Remove some archaisms from the resource management code. - Fix potential hashtable synchronization issue. - Fix some deadlock edge cases. - Don't spawn more worker threads than there are CPU cores (degrades performance). - Add TAISEI_AGGRESSIVE_PRELOAD env variable to attempt to aggressively discover and preload every possible resource. - Make r_texture_fill{,_region} expect optimal pixmaps, so that it's never forced to convert them on the main thread. The optimal format may be queried with the new r_texture_optimal_pixmap_format_for_type API. These functions will also no longer needlessly copy the entire image into a staging buffer - previously they did this even if no conversion was needed. - Other random changes to facilitate the stuff above. The overall effect is somewhat faster load times. Of course it's still all terrible and full of lock contention because I suck at concurrent programming, but it's not worse than it was. Probably.
77 lines
1.7 KiB
C
77 lines
1.7 KiB
C
/*
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* This software is licensed under the terms of the MIT License.
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#include "taisei.h"
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#include "resource.h"
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#include "bgm.h"
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#include "audio/backend.h"
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#include "sfxbgm_common.h"
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#include "util.h"
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static char *bgm_path(const char *name) {
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return sfxbgm_make_path(BGM_PATH_PREFIX, name, true);
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}
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static bool check_bgm_path(const char *path) {
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return sfxbgm_check_path(BGM_PATH_PREFIX, path, true);
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}
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static MusicImpl *load_music(const char *path) {
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if(!path) {
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return NULL;
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}
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return _a_backend.funcs.music_load(path);
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}
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static void load_bgm(ResourceLoadState *st) {
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Music *mus = calloc(1, sizeof(Music));
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if(strendswith(st->path, ".bgm")) {
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mus->meta = get_resource_data(RES_BGM_METADATA, st->name, st->flags);
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if(mus->meta) {
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mus->impl = load_music(mus->meta->loop_path);
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}
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} else {
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mus->impl = load_music(st->path);
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}
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if(!mus->impl) {
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free(mus);
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mus = NULL;
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log_error("Failed to load bgm '%s'", st->path);
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res_load_failed(st);
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} else {
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if(mus->meta && mus->meta->loop_point > 0) {
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_a_backend.funcs.music_set_loop_point(mus->impl, mus->meta->loop_point);
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}
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res_load_finished(st, mus);
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}
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}
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static void unload_bgm(void *vmus) {
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Music *mus = vmus;
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_a_backend.funcs.music_unload(mus->impl);
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free(mus);
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}
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ResourceHandler bgm_res_handler = {
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.type = RES_BGM,
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.typename = "bgm",
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.subdir = BGM_PATH_PREFIX,
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.procs = {
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.find = bgm_path,
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.check = check_bgm_path,
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.load = load_bgm,
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.unload = unload_bgm,
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},
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};
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