]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/shader.cpp
Mapgen V6: Respect water_level setting
[dragonfireclient.git] / src / shader.cpp
index ed8cc5b739f23d0726cce7b4fc400d02a176143e..4bf10ce31f1c36cf7e58faf9b07d67fc5304ccb6 100644 (file)
@@ -417,29 +417,31 @@ u32 ShaderSource::getShaderId(const std::string &name)
        if(get_current_thread_id() == m_main_thread){
                return getShaderIdDirect(name);
        } else {
-               infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;
+               /*errorstream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;*/
 
                // We're gonna ask the result to be put into here
-               ResultQueue<std::string, u32, u8, u8> result_queue;
+
+               static ResultQueue<std::string, u32, u8, u8> result_queue;
 
                // Throw a request in
                m_get_shader_queue.add(name, 0, 0, &result_queue);
 
-               infostream<<"Waiting for shader from main thread, name=\""
-                               <<name<<"\""<<std::endl;
+               /* infostream<<"Waiting for shader from main thread, name=\""
+                               <<name<<"\""<<std::endl;*/
 
                try{
-                       // Wait result for a second
-                       GetResult<std::string, u32, u8, u8>
+                       while(true) {
+                               // Wait result for a second
+                               GetResult<std::string, u32, u8, u8>
                                        result = result_queue.pop_front(1000);
 
-                       // Check that at least something worked OK
-                       assert(result.key == name);
-
-                       return result.item;
+                               if (result.key == name) {
+                                       return result.item;
+                               }
+                       }
                }
                catch(ItemNotFoundException &e){
-                       infostream<<"Waiting for shader timed out."<<std::endl;
+                       errorstream<<"Waiting for shader " << name << " timed out."<<std::endl;
                        return 0;
                }
        }
@@ -541,18 +543,12 @@ void ShaderSource::processQueue()
                GetRequest<std::string, u32, u8, u8>
                                request = m_get_shader_queue.pop();
 
-               /*infostream<<"ShaderSource::processQueue(): "
+               /**errorstream<<"ShaderSource::processQueue(): "
                                <<"got shader request with "
                                <<"name=\""<<request.key<<"\""
-                               <<std::endl;*/
-
-               GetResult<std::string, u32, u8, u8>
-                               result;
-               result.key = request.key;
-               result.callers = request.callers;
-               result.item = getShaderIdDirect(request.key);
+                               <<std::endl;**/
 
-               request.dest->push_back(result);
+               m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key));
        }
 }
 
@@ -600,7 +596,7 @@ void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
                setter->onSetConstants(services, is_highlevel);
        }
 }
+
 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
                video::IShaderConstantSetCallBack *callback,
                SourceShaderCache *sourcecache)