Improved Demo and multithreading rendering:

-added support for multithreaded rendering (fast)
-improved shaders
-added support for rendering depth
-added rendering color support
-improved DeptThreadPool (dynamics setting number of tryWait counts before TryWait. Low cpu usage with high responivity)
-added possibility to change number of threads
This commit is contained in:
Mergul 2020-05-09 19:41:00 +02:00
parent f6e7af1014
commit c94510a487
8 changed files with 311 additions and 105 deletions

View file

@ -58,6 +58,7 @@ struct Launcher
uint style = 3;
uint entities_count;
bool multithreading;
int threads;
ulong timer_freq;
double delta_time;
uint fps;
@ -253,13 +254,12 @@ void mainLoop(void* arg)
if(launcher.tool && launcher.tool_repeat != 0 && launcher.mouse.left && !igIsWindowHovered(ImGuiHoveredFlags_AnyWindow) && !igIsWindowFocused(ImGuiFocusedFlags_AnyWindow))
{
float range = 500.0 / cast(float)launcher.tool_repeat;
launcher.repeat_time += launcher.delta_time*100;
launcher.repeat_time += launcher.delta_time;
while(launcher.repeat_time > range)
{
launcher.repeat_time -= range;
launcher.tool((launcher.mouse.position*launcher.scalling)-launcher.render_position, launcher.used_tool, launcher.tool_size);
}
}
version(WebAssembly)
@ -317,6 +317,14 @@ void mainLoop(void* arg)
{
launcher.multithreading = !launcher.multithreading;
}
igSetNextItemWidth(0);
igLabelText("Threads:",null);
igSameLine(0,4);
if(igSliderInt("##Threads",&launcher.threads, 1, 12, null))//"Multithreading", null, launcher.multithreading, true))
{
launcher.job_updater.pool.setThreadsNum(launcher.threads);
//launcher.threads = !launcher.multithreading;
}
if(igBeginMenu("Show",true))
{
if(igMenuItemBool("Statistics",null,launcher.show_stat_wnd,true))
@ -539,11 +547,14 @@ void mainLoop(void* arg)
launcher.renderer.clear();
double loop_time = launcher.getTime();
launcher.job_updater.pool.tryWaitCount = 5000;
if(launcher.loop && !launcher.loop())
{
quit();
*cast(bool*)arg = false;
}
launcher.job_updater.pool.tryWaitCount = 10;
loop_time = launcher.getTime() - loop_time;
double draw_time = launcher.getTime();
@ -785,7 +796,15 @@ void loadGFX()
GfxConfig.materials[0].compile();
GfxConfig.materials[0].bindAttribLocation("positions",0);
GfxConfig.materials[0].bindAttribLocation("tex_coords",1);
GfxConfig.materials[0].bindAttribLocation("depth",2);
GfxConfig.materials[0].bindAttribLocation("vcolor",3);
GfxConfig.materials[0].link();
/* import std.stdio;
writeln("positions ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"positions"));
writeln("tex_coords ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"tex_coords"));
writeln("depth ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"depth"));
writeln("vcolor ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"vcolor"));*/
GfxConfig.materials[0].data.uniforms = Mallocator.makeArray!(Material.Uniform)(3);
GfxConfig.materials[0].data.uniforms[0] = Material.Uniform(Material.Type.float4, GfxConfig.materials[0].getLocation("matrix_1"), 0);