339 lines
7.4 KiB
C
339 lines
7.4 KiB
C
#if !defined(HANDMADE_ASSET_H)
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/* ========================================================================
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$File: $
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$Date: $
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$Revision: $
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$Creator: Casey Muratori $
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$Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $
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======================================================================== */
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struct loaded_sound
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{
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int16 *Samples[2];
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u32 SampleCount; // NOTE(casey): This is the sample count divided by 8
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u32 ChannelCount;
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};
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struct loaded_font
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{
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hha_font_glyph *Glyphs;
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r32 *HorizontalAdvance;
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u32 BitmapIDOffset;
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u16 *UnicodeMap;
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};
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// TODO(casey): Streamling this, by using header pointer as an indicator of unloaded status?
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enum asset_state
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{
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AssetState_Unloaded,
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AssetState_Queued,
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AssetState_Loaded,
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};
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struct asset_memory_header
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{
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asset_memory_header *Next;
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asset_memory_header *Prev;
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u32 AssetIndex;
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u32 TotalSize;
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u32 GenerationID;
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union
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{
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loaded_bitmap Bitmap;
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loaded_sound Sound;
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loaded_font Font;
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};
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};
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struct asset
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{
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u32 State;
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asset_memory_header *Header;
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hha_asset HHA;
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u32 FileIndex;
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};
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struct asset_vector
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{
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real32 E[Tag_Count];
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};
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struct asset_type
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{
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uint32 FirstAssetIndex;
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uint32 OnePastLastAssetIndex;
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};
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struct asset_file
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{
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platform_file_handle Handle;
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// TODO(casey): If we ever do thread stacks, AssetTypeArray
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// doesn't actually need to be kept here probably.
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hha_header Header;
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hha_asset_type *AssetTypeArray;
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u32 TagBase;
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s32 FontBitmapIDOffset;
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};
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enum asset_memory_block_flags
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{
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AssetMemory_Used = 0x1,
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};
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struct asset_memory_block
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{
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asset_memory_block *Prev;
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asset_memory_block *Next;
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u64 Flags;
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memory_index Size;
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};
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struct game_assets
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{
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u32 NextGenerationID;
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// TODO(casey): Not thrilled about this back-pointer
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struct transient_state *TranState;
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asset_memory_block MemorySentinel;
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asset_memory_header LoadedAssetSentinel;
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real32 TagRange[Tag_Count];
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u32 FileCount;
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asset_file *Files;
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uint32 TagCount;
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hha_tag *Tags;
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uint32 AssetCount;
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asset *Assets;
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asset_type AssetTypes[Asset_Count];
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u32 OperationLock;
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u32 InFlightGenerationCount;
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u32 InFlightGenerations[16];
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};
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inline void
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BeginAssetLock(game_assets *Assets)
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{
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for(;;)
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{
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if(AtomicCompareExchangeUInt32(&Assets->OperationLock, 1, 0) == 0)
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{
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break;
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}
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}
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}
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inline void
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EndAssetLock(game_assets *Assets)
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{
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CompletePreviousWritesBeforeFutureWrites;
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Assets->OperationLock = 0;
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}
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inline void
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InsertAssetHeaderAtFront(game_assets *Assets, asset_memory_header *Header)
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{
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asset_memory_header *Sentinel = &Assets->LoadedAssetSentinel;
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Header->Prev = Sentinel;
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Header->Next = Sentinel->Next;
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Header->Next->Prev = Header;
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Header->Prev->Next = Header;
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}
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inline void
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RemoveAssetHeaderFromList(asset_memory_header *Header)
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{
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Header->Prev->Next = Header->Next;
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Header->Next->Prev = Header->Prev;
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Header->Next = Header->Prev = 0;
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}
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inline asset_memory_header *GetAsset(game_assets *Assets, u32 ID, u32 GenerationID)
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{
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Assert(ID <= Assets->AssetCount);
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asset *Asset = Assets->Assets + ID;
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asset_memory_header *Result = 0;
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BeginAssetLock(Assets);
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if(Asset->State == AssetState_Loaded)
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{
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Result = Asset->Header;
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RemoveAssetHeaderFromList(Result);
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InsertAssetHeaderAtFront(Assets, Result);
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if(Asset->Header->GenerationID < GenerationID)
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{
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Asset->Header->GenerationID = GenerationID;
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}
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CompletePreviousWritesBeforeFutureWrites;
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}
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EndAssetLock(Assets);
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return(Result);
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}
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inline loaded_bitmap *
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GetBitmap(game_assets *Assets, bitmap_id ID, u32 GenerationID)
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{
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asset_memory_header *Header = GetAsset(Assets, ID.Value, GenerationID);
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loaded_bitmap *Result = Header ? &Header->Bitmap : 0;
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return(Result);
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}
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inline hha_bitmap *
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GetBitmapInfo(game_assets *Assets, bitmap_id ID)
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{
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Assert(ID.Value <= Assets->AssetCount);
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hha_bitmap *Result = &Assets->Assets[ID.Value].HHA.Bitmap;
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return(Result);
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}
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inline loaded_sound *
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GetSound(game_assets *Assets, sound_id ID, u32 GenerationID)
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{
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asset_memory_header *Header = GetAsset(Assets, ID.Value, GenerationID);
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loaded_sound *Result = Header ? &Header->Sound : 0;
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return(Result);
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}
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inline hha_sound *
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GetSoundInfo(game_assets *Assets, sound_id ID)
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{
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Assert(ID.Value <= Assets->AssetCount);
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hha_sound *Result = &Assets->Assets[ID.Value].HHA.Sound;
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return(Result);
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}
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inline loaded_font *
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GetFont(game_assets *Assets, font_id ID, u32 GenerationID)
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{
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asset_memory_header *Header = GetAsset(Assets, ID.Value, GenerationID);
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loaded_font *Result = Header ? &Header->Font : 0;
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return(Result);
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}
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inline hha_font *
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GetFontInfo(game_assets *Assets, font_id ID)
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{
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Assert(ID.Value <= Assets->AssetCount);
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hha_font *Result = &Assets->Assets[ID.Value].HHA.Font;
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return(Result);
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}
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inline bool32
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IsValid(bitmap_id ID)
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{
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bool32 Result = (ID.Value != 0);
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return(Result);
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}
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inline bool32
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IsValid(sound_id ID)
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{
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bool32 Result = (ID.Value != 0);
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return(Result);
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}
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internal void LoadBitmap(game_assets *Assets, bitmap_id ID, b32 Immediate);
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inline void PrefetchBitmap(game_assets *Assets, bitmap_id ID) {LoadBitmap(Assets, ID, false);}
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internal void LoadSound(game_assets *Assets, sound_id ID);
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inline void PrefetchSound(game_assets *Assets, sound_id ID) {LoadSound(Assets, ID);}
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internal void LoadFont(game_assets *Assets, font_id ID, b32 Immediate);
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inline void PrefetchFont(game_assets *Assets, font_id ID) {LoadFont(Assets, ID, false);}
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inline sound_id GetNextSoundInChain(game_assets *Assets, sound_id ID)
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{
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sound_id Result = {};
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hha_sound *Info = GetSoundInfo(Assets, ID);
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switch(Info->Chain)
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{
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case HHASoundChain_None:
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{
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// NOTE(casey): Nothing to do.
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} break;
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case HHASoundChain_Loop:
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{
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Result = ID;
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} break;
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case HHASoundChain_Advance:
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{
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Result.Value = ID.Value + 1;
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} break;
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default:
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{
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InvalidCodePath;
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} break;
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}
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return(Result);
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}
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inline u32
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BeginGeneration(game_assets *Assets)
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{
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BeginAssetLock(Assets);
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Assert(Assets->InFlightGenerationCount < ArrayCount(Assets->InFlightGenerations));
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u32 Result = Assets->NextGenerationID++;
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Assets->InFlightGenerations[Assets->InFlightGenerationCount++] = Result;
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EndAssetLock(Assets);
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return(Result);
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}
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inline void
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EndGeneration(game_assets *Assets, u32 GenerationID)
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{
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BeginAssetLock(Assets);
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for(u32 Index = 0;
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Index < Assets->InFlightGenerationCount;
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++Index)
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{
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if(Assets->InFlightGenerations[Index] == GenerationID)
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{
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Assets->InFlightGenerations[Index] =
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Assets->InFlightGenerations[--Assets->InFlightGenerationCount];
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break;
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}
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}
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EndAssetLock(Assets);
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}
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#define HANDMADE_ASSET_H
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#endif
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