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2 Commits

Author SHA1 Message Date
17b0d12d4d we're chilling 2023-10-01 15:05:39 -07:00
1f9bdd9a34 multithreading remains a mystery 2023-10-01 14:56:02 -07:00

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@ -97,10 +97,18 @@ impl GraphicsData {
//idk how to do this gooder lol //idk how to do this gooder lol
let mut double_map=std::collections::HashMap::<u32,u32>::new(); let mut double_map=std::collections::HashMap::<u32,u32>::new();
let mut texture_views:Vec<wgpu::TextureView>=Vec::with_capacity(indexed_models.textures.len()); let mut texture_loading_threads=Vec::new();
for (i,t) in indexed_models.textures.iter().enumerate(){ for (i,t) in indexed_models.textures.iter().enumerate(){
if let Ok(mut file) = std::fs::File::open(std::path::Path::new(&format!("textures/{}.dds",t))){ if let Ok(mut file) = std::fs::File::open(std::path::Path::new(&format!("textures/{}.dds",t))){
let image = ddsfile::Dds::read(&mut file).unwrap(); double_map.insert(i as u32, texture_loading_threads.len() as u32);
texture_loading_threads.push(std::thread::spawn(move ||{
(i,ddsfile::Dds::read(&mut file).unwrap())
}));
}
}
let texture_views:Vec<wgpu::TextureView>=texture_loading_threads.into_iter().map(|t|{
let (i,image)=t.join().unwrap();
let (mut width,mut height)=(image.get_width(),image.get_height()); let (mut width,mut height)=(image.get_width(),image.get_height());
@ -141,15 +149,13 @@ impl GraphicsData {
}, },
&image.data, &image.data,
); );
texture.create_view(&wgpu::TextureViewDescriptor {
double_map.insert(i as u32, texture_views.len() as u32);
texture_views.push(texture.create_view(&wgpu::TextureViewDescriptor {
label: Some(format!("Texture{} View",i).as_str()), label: Some(format!("Texture{} View",i).as_str()),
dimension: Some(wgpu::TextureViewDimension::D2), dimension: Some(wgpu::TextureViewDimension::D2),
..wgpu::TextureViewDescriptor::default() ..wgpu::TextureViewDescriptor::default()
})); })
} }).collect();
}
let indexed_models_len=indexed_models.models.len(); let indexed_models_len=indexed_models.models.len();
//split groups with different textures into separate models //split groups with different textures into separate models
//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups. //the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.