jak-project/game/graphics/opengl_renderer/Loader.cpp

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#include "Loader.h"
#include "common/util/Timer.h"
#include "common/util/FileUtil.h"
#include "common/util/compress.h"
namespace {
std::string uppercase_string(const std::string& s) {
std::string result;
for (auto c : s) {
result.push_back(toupper(c));
}
return result;
}
} // namespace
const Loader::LevelData* Loader::get_tfrag3_level(const std::string& level_name) {
std::unique_lock<std::mutex> lk(m_loader_mutex);
const auto& existing = m_loaded_tfrag3_levels.find(level_name);
if (existing == m_loaded_tfrag3_levels.end()) {
if (m_level_to_load.empty() && m_initializing_tfrag3_levels.count(level_name) == 0) {
fmt::print("[pc loader] starting load for {}\n", level_name);
m_level_to_load = level_name;
lk.unlock();
m_loader_cv.notify_all();
return nullptr;
} else {
return nullptr;
}
} else {
existing->second.frames_since_last_used = 0;
return &existing->second.data;
}
}
void Loader::loader_thread() {
while (!m_want_shutdown) {
std::unique_lock<std::mutex> lk(m_loader_mutex);
m_loader_cv.wait(lk, [&] { return !m_level_to_load.empty() || m_want_shutdown; });
if (m_want_shutdown) {
return;
}
std::string lev = m_level_to_load;
lk.unlock();
Timer disk_timer;
auto data = file_util::read_binary_file(
file_util::get_file_path({fmt::format("assets/{}.fr3", uppercase_string(lev))}));
double disk_load_time = disk_timer.getSeconds();
Timer decomp_timer;
auto decomp_data = compression::decompress_zstd(data.data(), data.size());
double decomp_time = decomp_timer.getSeconds();
Timer import_timer;
auto result = std::make_unique<tfrag3::Level>();
Serializer ser(decomp_data.data(), decomp_data.size());
result->serialize(ser);
double import_time = import_timer.getSeconds();
fmt::print("------------> Load from file: {:.3f}s, import {:.3f}s, decomp {:.3f}s\n",
disk_load_time, import_time, decomp_time);
lk.lock();
m_initializing_tfrag3_levels[lev].data.level = std::move(result);
m_level_to_load = "";
}
}
Loader::Loader() {
m_loader_thread = std::thread(&Loader::loader_thread, this);
}
void Loader::update() {
Timer loader_timer;
// only main thread can touch this.
for (auto& lev : m_loaded_tfrag3_levels) {
lev.second.frames_since_last_used++;
}
bool did_gpu_stuff = false;
{
// try to move level from initializing to initialized:
std::unique_lock<std::mutex> lk(m_loader_mutex);
const auto& it = m_initializing_tfrag3_levels.begin();
if (it != m_initializing_tfrag3_levels.end()) {
did_gpu_stuff = true;
constexpr int MAX_TEX_BYTES_PER_FRAME = 1024 * 1024;
auto& data = it->second.data;
int bytes_this_run = 0;
while (data.textures.size() < data.level->textures.size()) {
auto& tex = data.level->textures[data.textures.size()];
GLuint gl_tex;
glGenTextures(1, &gl_tex);
glBindTexture(GL_TEXTURE_2D, gl_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.w, tex.h, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV, tex.data.data());
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gl_tex);
glGenerateMipmap(GL_TEXTURE_2D);
float aniso = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &aniso);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, aniso);
it->second.data.textures.push_back(gl_tex);
bytes_this_run += tex.w * tex.h * 4;
if (bytes_this_run > MAX_TEX_BYTES_PER_FRAME) {
break;
}
}
if (data.textures.size() == data.level->textures.size()) {
fmt::print("Loader texture complete: {}\n", it->first);
it->second.data.load_id = m_id++;
m_loaded_tfrag3_levels[it->first] = std::move(it->second);
m_initializing_tfrag3_levels.erase(it);
}
}
}
if (!did_gpu_stuff) {
// try to remove levels.
if (m_loaded_tfrag3_levels.size() >= 3) {
for (const auto& lev : m_loaded_tfrag3_levels) {
if (lev.second.frames_since_last_used > 180) {
fmt::print("------------------------- PC unloading {}\n", lev.first);
for (auto tex : lev.second.data.textures) {
glBindTexture(GL_TEXTURE_2D, tex);
glDeleteTextures(1, &tex);
}
m_loaded_tfrag3_levels.erase(lev.first);
break;
}
}
}
}
if (loader_timer.getMs() > 5) {
fmt::print("Loader::update slow setup: {:.1f}ms\n", loader_timer.getMs());
}
}
Loader::~Loader() {
{
std::lock_guard<std::mutex> lk(m_loader_mutex);
m_want_shutdown = true;
m_loader_cv.notify_all();
}
m_loader_thread.join();
}
void Loader::hack_scramble_textures() {
for (auto& it : m_loaded_tfrag3_levels) {
int n = it.second.data.textures.size();
for (int i = 0; i < n; i++) {
int a = rand() % n;
int b = rand() % n;
std::swap(it.second.data.textures[a], it.second.data.textures[b]);
}
}
}