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C++ WorkerThread::ThreadFunction方法代码示例

本文整理汇总了C++中WorkerThread::ThreadFunction方法的典型用法代码示例。如果您正苦于以下问题:C++ WorkerThread::ThreadFunction方法的具体用法?C++ WorkerThread::ThreadFunction怎么用?C++ WorkerThread::ThreadFunction使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在WorkerThread的用法示例。


在下文中一共展示了WorkerThread::ThreadFunction方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CompileShader


//.........这里部分代码省略.........
                {
                    compile.name_ += "_" + src.name_;
                    compile.outFileName_ += "_" + src.name_;
                }
                compile.outFileName_ += useSM3_ ? ".vs3" : ".vs2";
                compile.defines_ = src.defines_;
                compile.defineValues_ = src.defineValues_;
                
                variations_.Push(compile);
                workList_.Push(&variations_.Back());
            }
        }
    }
    
    if (compilePS_)
    {
        ShaderParser psParser;
        if (!psParser.Parse(PS, shaders, defines_, defineValues_))
            ErrorExit("PS: " + psParser.GetErrorMessage());
        
        const HashMap<String, unsigned>& combinations = psParser.GetAllCombinations();
        for (HashMap<String, unsigned>::ConstIterator i = combinations.Begin(); i != combinations.End(); ++i)
        {
            if (!compileVariation_ || i->first_ == variationName_)
            {
                ShaderCombination src = psParser.GetCombination(i->first_);
                CompiledVariation compile;
                
                compile.type_ = PS;
                compile.name_ = file;
                compile.outFileName_ = outDir_ + file;
                if (!src.name_.Empty())
                {
                    compile.name_ += "_" + src.name_;
                    compile.outFileName_ += "_" + src.name_;
                }
                compile.outFileName_ += useSM3_ ? ".ps3" : ".ps2";
                compile.defines_ = src.defines_;
                compile.defineValues_ = src.defineValues_;
                
                variations_.Push(compile);
                workList_.Push(&variations_.Back());
            }
        }
    }
    
    if (variations_.Empty())
    {
        PrintLine("No variations to compile");
        return;
    }
    
    // Load the shader source code
    {
        String inputFileName = inDir_ + file + ".hlsl";
        File hlslFile(context_, inputFileName);
        if (!hlslFile.IsOpen())
            ErrorExit("Could not open input file " + inputFileName);
        
        hlslCode_.Clear();
        while (!hlslFile.IsEof())
            hlslCode_ += hlslFile.ReadLine() + "\n";
    }
    
    if (!compileVariation_)
    {
        // Create and start worker threads. Use all logical CPUs except one to not lock up the computer completely
        unsigned numWorkerThreads = GetNumLogicalCPUs() - 1;
        if (!numWorkerThreads)
            numWorkerThreads = 1;
        
        Vector<SharedPtr<WorkerThread> > workerThreads;
        workerThreads.Resize(numWorkerThreads);
        for (unsigned i = 0; i < workerThreads.Size(); ++i)
        {
            workerThreads[i] = new WorkerThread();
            workerThreads[i]->Run();
        }
        // This will wait until the thread functions have stopped
        for (unsigned i = 0; i < workerThreads.Size(); ++i)
            workerThreads[i]->Stop();
    }
    else
    {
        WorkerThread dummyThread;
        dummyThread.ThreadFunction();
    }
    
    // Check that all shaders compiled
    for (List<CompiledVariation>::Iterator i = variations_.Begin(); i != variations_.End(); ++i)
    {
        if (!i->errorMsg_.Empty())
        {
            if (i->type_ == VS)
                ErrorExit("Failed to compile vertex shader " + i->name_ + ": " + i->errorMsg_);
            else
                ErrorExit("Failed to compile pixel shader " + i->name_ + ": " + i->errorMsg_);
        }
    }
}
开发者ID:LuisAntonRebollo,项目名称:Urho3D,代码行数:101,代码来源:ShaderCompiler.cpp


注:本文中的WorkerThread::ThreadFunction方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。