36 return absl::FailedPreconditionError(
"ROM not loaded");
39 constexpr int kTotalRooms = 0x100 + 40;
42 std::vector<std::pair<int, zelda3::RoomSize>> room_size_results;
43 std::vector<std::pair<int, ImVec4>> room_palette_results;
49 LOG_DEBUG(
"Dungeon",
"Loading %d dungeon rooms sequentially (WASM build)",
53 return absl::FailedPreconditionError(
"GameData not available");
59 app::platform::WasmLoadingManager::BeginLoading(
"Loading Dungeon Rooms");
61 for (
int i = 0; i < kTotalRooms; ++i) {
64 float progress =
static_cast<float>(i) /
static_cast<float>(kTotalRooms);
65 app::platform::WasmLoadingManager::UpdateProgress(loading_handle,
69 if (app::platform::WasmLoadingManager::IsCancelled(loading_handle)) {
70 app::platform::WasmLoadingManager::EndLoading(loading_handle);
71 return absl::CancelledError(
"Dungeon room loading cancelled by user");
81 const int p_id = rooms[i].ResolveDungeonPaletteId();
82 if (p_id >= 0 && p_id <
static_cast<int>(dungeon_man_pal_group.size())) {
83 auto color = dungeon_man_pal_group[p_id][3];
84 room_size_results.emplace_back(i, room_size);
85 room_palette_results.emplace_back(rooms[i].palette(), color.rgb());
89 app::platform::WasmLoadingManager::EndLoading(loading_handle);
92 constexpr int kMaxConcurrency =
96 const int max_concurrency = std::min(
97 kMaxConcurrency,
static_cast<int>(std::thread::hardware_concurrency()));
98 const int rooms_per_thread =
99 (kTotalRooms + max_concurrency - 1) / max_concurrency;
102 "Loading %d dungeon rooms using %d threads (%d rooms per thread)",
103 kTotalRooms, max_concurrency, rooms_per_thread);
106 std::mutex results_mutex;
109 std::vector<std::future<absl::Status>> futures;
111 for (
int thread_id = 0; thread_id < max_concurrency; ++thread_id) {
112 auto task = [
this, &rooms, thread_id, rooms_per_thread, &results_mutex,
113 &room_size_results, &room_palette_results,
114 kTotalRooms]() -> absl::Status {
115 const int start_room = thread_id * rooms_per_thread;
116 const int end_room = std::min(start_room + rooms_per_thread, kTotalRooms);
119 return absl::FailedPreconditionError(
"GameData not available");
123 for (
int i = start_room; i < end_room; ++i) {
136 const int p_id = rooms[i].ResolveDungeonPaletteId();
138 p_id <
static_cast<int>(dungeon_man_pal_group.size())) {
139 auto color = dungeon_man_pal_group[p_id][3];
143 std::lock_guard<std::mutex> lock(results_mutex);
144 room_size_results.emplace_back(i, room_size);
145 room_palette_results.emplace_back(rooms[i].palette(), color.rgb());
150 return absl::OkStatus();
153 futures.emplace_back(std::async(std::launch::async, task));
157 for (
auto& future : futures) {
164 gfx::ScopedTimer postprocess_timer(
"DungeonRoomLoader::PostProcessResults");
167 std::sort(room_size_results.begin(), room_size_results.end(),
168 [](
const auto& a,
const auto& b) { return a.first < b.first; });
169 std::sort(room_palette_results.begin(), room_palette_results.end(),
170 [](
const auto& a,
const auto& b) { return a.first < b.first; });
173 for (
const auto& [room_id, room_size] : room_size_results) {
176 if (room_size.room_size_pointer != 0x0A8000) {
182 for (
const auto& [palette_id, color] : room_palette_results) {
188 return absl::OkStatus();
210 std::map<int, std::vector<int>> rooms_by_bank;
212 int bank = room.second >> 16;
213 rooms_by_bank[bank].push_back(room.second);
217 for (
auto& bank_rooms : rooms_by_bank) {
218 std::ranges::sort(bank_rooms.second);
220 for (
size_t i = 0; i < bank_rooms.second.size(); ++i) {
221 int room_ptr = bank_rooms.second[i];
227 return entry.second == room_ptr;
230 if (room_ptr != 0x0A8000) {
231 if (i < bank_rooms.second.size() - 1) {
232 room_sizes_[room_id] = bank_rooms.second[i + 1] - room_ptr;
234 int bank_end_address = (bank_rooms.first << 16) | 0xFFFF;
235 room_sizes_[room_id] = bank_end_address - room_ptr + 1;