36 std::array<zelda3::Room, 0x128>& rooms) {
38 return absl::FailedPreconditionError(
"ROM not loaded");
41 constexpr int kTotalRooms = 0x100 + 40;
44 std::vector<std::pair<int, zelda3::RoomSize>> room_size_results;
45 std::vector<std::pair<int, ImVec4>> room_palette_results;
51 LOG_DEBUG(
"Dungeon",
"Loading %d dungeon rooms sequentially (WASM build)",
55 return absl::FailedPreconditionError(
"GameData not available");
61 app::platform::WasmLoadingManager::BeginLoading(
"Loading Dungeon Rooms");
63 for (
int i = 0; i < kTotalRooms; ++i) {
66 float progress =
static_cast<float>(i) /
static_cast<float>(kTotalRooms);
67 app::platform::WasmLoadingManager::UpdateProgress(loading_handle,
71 if (app::platform::WasmLoadingManager::IsCancelled(loading_handle)) {
72 app::platform::WasmLoadingManager::EndLoading(loading_handle);
73 return absl::CancelledError(
"Dungeon room loading cancelled by user");
84 auto palette_id =
rom_->
ReadWord(0xDEC4B + dungeon_palette_ptr);
85 if (palette_id.status() == absl::OkStatus()) {
86 int p_id = palette_id.value() / 180;
87 auto color = dungeon_man_pal_group[p_id][3];
88 room_size_results.emplace_back(i, room_size);
89 room_palette_results.emplace_back(rooms[i].palette, color.rgb());
93 app::platform::WasmLoadingManager::EndLoading(loading_handle);
96 constexpr int kMaxConcurrency =
100 const int max_concurrency = std::min(
101 kMaxConcurrency,
static_cast<int>(std::thread::hardware_concurrency()));
102 const int rooms_per_thread =
103 (kTotalRooms + max_concurrency - 1) / max_concurrency;
106 "Loading %d dungeon rooms using %d threads (%d rooms per thread)",
107 kTotalRooms, max_concurrency, rooms_per_thread);
110 std::mutex results_mutex;
113 std::vector<std::future<absl::Status>> futures;
115 for (
int thread_id = 0; thread_id < max_concurrency; ++thread_id) {
116 auto task = [
this, &rooms, thread_id, rooms_per_thread, &results_mutex,
117 &room_size_results, &room_palette_results,
118 kTotalRooms]() -> absl::Status {
119 const int start_room = thread_id * rooms_per_thread;
120 const int end_room = std::min(start_room + rooms_per_thread, kTotalRooms);
123 return absl::FailedPreconditionError(
"GameData not available");
127 for (
int i = start_room; i < end_room; ++i) {
140 auto palette_id =
rom_->
ReadWord(0xDEC4B + dungeon_palette_ptr);
141 if (palette_id.status() == absl::OkStatus()) {
142 int p_id = palette_id.value() / 180;
143 auto color = dungeon_man_pal_group[p_id][3];
147 std::lock_guard<std::mutex> lock(results_mutex);
148 room_size_results.emplace_back(i, room_size);
149 room_palette_results.emplace_back(rooms[i].palette, color.rgb());
154 return absl::OkStatus();
157 futures.emplace_back(std::async(std::launch::async, task));
161 for (
auto& future : futures) {
168 gfx::ScopedTimer postprocess_timer(
"DungeonRoomLoader::PostProcessResults");
171 std::sort(room_size_results.begin(), room_size_results.end(),
172 [](
const auto& a,
const auto& b) { return a.first < b.first; });
173 std::sort(room_palette_results.begin(), room_palette_results.end(),
174 [](
const auto& a,
const auto& b) { return a.first < b.first; });
177 for (
const auto& [room_id, room_size] : room_size_results) {
180 if (room_size.room_size_pointer != 0x0A8000) {
186 for (
const auto& [palette_id, color] : room_palette_results) {
192 return absl::OkStatus();
214 std::map<int, std::vector<int>> rooms_by_bank;
216 int bank = room.second >> 16;
217 rooms_by_bank[bank].push_back(room.second);
221 for (
auto& bank_rooms : rooms_by_bank) {
222 std::ranges::sort(bank_rooms.second);
224 for (
size_t i = 0; i < bank_rooms.second.size(); ++i) {
225 int room_ptr = bank_rooms.second[i];
231 return entry.second == room_ptr;
234 if (room_ptr != 0x0A8000) {
235 if (i < bank_rooms.second.size() - 1) {
236 room_sizes_[room_id] = bank_rooms.second[i + 1] - room_ptr;
238 int bank_end_address = (bank_rooms.first << 16) | 0xFFFF;
239 room_sizes_[room_id] = bank_end_address - room_ptr + 1;