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类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_);
}
}
}