Fix a few bugs in our atomic compression algorithm

This commit is contained in:
Pavel Krajcevski 2013-03-11 14:41:25 -04:00
parent 7c3b3d8144
commit fa56d37080

View file

@ -1563,20 +1563,20 @@ namespace BC7C
// Help finish whatever texture we're compressing before we start again on my work...
uint32 blockIdx;
while((blockIdx = FetchAndAdd(&(cjl.m_CurrentBlockIndex))) < nBlocks) {
while((blockIdx = FetchAndAdd(&(cjl.m_CurrentBlockIndex))) < nBlocks && jobIdx == cjl.m_CurrentJobIndex) {
unsigned char *out = cj->outBuf + (16 * blockIdx);
const unsigned char *in = cj->inBuf + (64 * blockIdx);
CompressBC7Block((const uint32 *)in, out);
}
if(TestAndSet(cjl.GetFinishedFlag(jobIdx))) {
if(TestAndSet(cjl.GetFinishedFlag(jobIdx)) != 0) {
cjl.m_CurrentJobIndex++;
cjl.m_CurrentBlockIndex = 0;
}
// Wait until this texture finishes.
while(cjl.m_CurrentJobIndex = jobIdx);
while(cjl.m_CurrentJobIndex == jobIdx);
}
}
#endif // HAS_ATOMICS