dquakeplus/source/psp/thread.c

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2022-02-08 21:49:56 +00:00
#include <pspkernel.h>
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#include "../quakedef.h"
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#include "thread.h"
SceUID sound_thread;
qboolean threads_should_quit;
soundstruct_t snd_thread_struct[10];
void Thread_UpdateSound(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
int index;
index = -1;
for (int i = 0; i < 10; i++) {
if (snd_thread_struct[i].ready == false) {
index = i;
break;
}
}
snd_thread_struct[index].origin[0] = origin[0];
snd_thread_struct[index].origin[1] = origin[1];
snd_thread_struct[index].origin[2] = origin[2];
snd_thread_struct[index].forward[0] = forward[0];
snd_thread_struct[index].forward[1] = forward[1];
snd_thread_struct[index].forward[2] = forward[2];
snd_thread_struct[index].right[0] = right[0];
snd_thread_struct[index].right[1] = right[1];
snd_thread_struct[index].right[2] = right[2];
snd_thread_struct[index].up[0] = up[0];
snd_thread_struct[index].up[1] = up[1];
snd_thread_struct[index].up[2] = up[2];
snd_thread_struct[index].ready = true;
}
int Thread_Sound(SceSize args, void *argp)
{
while (!threads_should_quit) {
// loop and see sound processes in the queue
for (int i = 0; i < 10; i++) {
if (snd_thread_struct[i].ready == true) {
snd_thread_struct[i].ready = false;
S_Update(snd_thread_struct[i].origin, snd_thread_struct[i].forward, snd_thread_struct[i].right, snd_thread_struct[i].up);
}
}
// sleep for 10ms
sceKernelDelayThread(10);
}
return 0;
}
void Sys_InitThreads(void)
{
threads_should_quit = false;
sound_thread = sceKernelCreateThread("sound_thread", Thread_Sound, 0x18, 0x10000, PSP_THREAD_ATTR_USER | PSP_THREAD_ATTR_VFPU, NULL);
sceKernelStartThread(sound_thread, 0, NULL);
}