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#include "Headers/ResourceCache.h"
#include "Headers/HardwareResource.h"
#include "Core/Headers/ParamHandler.h"

#include "Geometry/Importer/Headers/DVDConverter.h"
#include "Environment/Terrain/Headers/TerrainLoader.h"

ResourceCache::ResourceCache(){
    //_loadingPool = New boost::threadpool::pool(3);
    DVDConverter::createInstance();
    TerrainLoader::createInstance();
}

ResourceCache::~ResourceCache(){
    DVDConverter::destroyInstance();
    TerrainLoader::destroyInstance();

    Destroy();
    //SAFE_DELETE(_loadingPool);
    PRINT_FN(Locale::get("RESOURCE_CACHE_DELETE"));
}

void ResourceCache::add(const std::string& name,Resource* const res){
    UpgradableReadLock ur_lock(_creationMutex);
    if(res == nullptr) {
        ERROR_FN(Locale::get("ERROR_RESOURCE_CACHE_LOAD_RES"),name.c_str());
        return;
    }
    UpgradeToWriteLock uw_lock(ur_lock);
    res->setName(name);
    _resDB.insert(make_pair(name,res));
}

Resource* ResourceCache::loadResource(const std::string& name){
    ReadLock r_lock(_creationMutex);
    Resource* res = find(name);
    if(res){
        res = _resDB[name];
        res->AddRef();
        D_PRINT_FN(Locale::get("RESOURCE_CACHE_GET_RES_INC"),name.c_str(),res->getRefCount());
    }else{
        PRINT_FN(Locale::get("RESOURCE_CACHE_GET_RES"),name.c_str());
    }
    return res;
}

void ResourceCache::Destroy(){
    if(_resDB.empty())
        return;

    PRINT_FN(Locale::get("STOP_RESOURCE_CACHE"));

    FOR_EACH(ResourceMap::value_type& it, _resDB){
        if(remove(it.second, true)){
            SAFE_DELETE(it.second);
        }
    }
    _resDB.clear();
}

Resource* const ResourceCache::find(const std::string& name){
    ///Search in our resource cache
    ResourceMap::const_iterator resDBiter = _resDB.find(name);
    if(resDBiter != _resDB.end()){
        return resDBiter->second;
    }
    return nullptr;
}

bool ResourceCache::scheduleDeletion(Resource* const resource,bool force){
    if(_resDB.empty()) return false;
    if(resource == nullptr) return false;
    ResourceMap::const_iterator resDBiter = _resDB.find(resource->getName());
     /// it's already deleted. Double-deletion should be safe
    if(resDBiter == _resDB.end())
        return true;
    ///If we can't remove it right now ...
    if(remove(resource,force)){
        _resDB.erase(resDBiter);
        return true;
    }
    return force;
}

bool ResourceCache::remove(Resource* const resource,bool force){
    assert(resource != nullptr);

    std::string name(resource->getName());

    if(name.empty()){
        ERROR_FN(Locale::get("ERROR_RESOURCE_CACHE_INVALID_NAME"));
        return true; //delete pointer
    }

    if(_resDB.find(name) != _resDB.end()){
        U32 refCount = resource->getRefCount();
        if(refCount > 1 && !force) {
            resource->SubRef();
            D_PRINT_FN(Locale::get("RESOURCE_CACHE_REM_RES_DEC"),name.c_str(),resource->getRefCount());
            return false; //do not delete pointer
        }else{
            PRINT_FN(Locale::get("RESOURCE_CACHE_REM_RES"),name.c_str());
            resource->setState(RES_LOADING);
            if(resource->unload()){
                resource->setState(RES_CREATED);
                return true;
            }else{
                ERROR_FN(Locale::get("ERROR_RESOURCE_REM"), name.c_str());
                resource->setState(RES_UNKNOWN);
                return force;
            }
        }
    }

    ERROR_FN(Locale::get("ERROR_RESOURCE_REM_NOT_FOUND"),name.c_str());
    return force;
}

bool ResourceCache::load(Resource* const res, const std::string& name) {
    assert(res != nullptr);
    res->setName(name);
    return true;
}

bool ResourceCache::loadHW(Resource* const res, const std::string& name){
    if(load(res,name)){
        HardwareResource* hwRes = dynamic_cast<HardwareResource* >(res);
        assert(hwRes);
        return hwRes->generateHWResource(name);
    }
    return false;
}

Commits for Divide-Framework/trunk/Source Code/Core/Resources/ResourceCache.cpp

Diff revisions: vs.
Revision Author Commited Message
286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

260 Diff Diff k1ngp1n picture k1ngp1n Sat 03 May, 2014 19:33:41 +0000

[Ionut] [[BR]]
- More work on CSM. Reverted back to VSM to allow easier blurring and filtering [[BR]]
- Rewrote FrameBuffer classes to fix MSAA and memory leaks that occurred on resize (double creation of textures) [[BR]]
— Removed FBType. FrameBuffer types depend only on attachment types and if it’s MSAA enabled or not [[BR]]
- Rewrote RenderState classes to be API agnostic [[BR]]
- Bug fixes in math classes [[BR]]
- Changed “resolution change” logic [[BR]]
- Simplified some options in config.xml [[BR]]
- Improved per-light shadow options [[BR]]

250 Diff Diff k1ngp1n picture k1ngp1n Wed 02 Apr, 2014 12:36:36 +0000

[Ionut] [[BR]]
- More C++11 work [[BR]]
- Renamed “for_each” macro to “FOR_EACH” to avoid name conflicts with the C++11 function [[BR]]

249 Diff Diff k1ngp1n picture k1ngp1n Mon 31 Mar, 2014 20:42:31 +0000

[Ionut] [[BR]]
- Migrated to platform toolset v100 [[BR]]
- Updated boost to 1.55 [[BR]]
- Moved from “NULL” to “nullptr” [[BR]]
- DevIL is now linked dynamically [[BR]]

248 Diff Diff k1ngp1n picture k1ngp1n Mon 24 Feb, 2014 22:35:21 +0000

[Ionut][[BR]]
- Added a GenericVertexData class that can be used to fill VBOs with generic data and upload it to the GPU (and render it, either direct or instanced) [[BR]]
- Added a basic (soft) particle system [[BR]]
- Reworked memory allocation logging [[BR]]
- Improved transparency detection for textures on load [[BR]]

236 Diff Diff k1ngp1n picture k1ngp1n Tue 21 Jan, 2014 22:06:19 +0000

[Ionut] [[BR]]
- Refactoring SceneNode reference counting to fix random bugs and crashes and memory leaks [[BR]]
- Refactoring GUIConsole to reduce the number of memory allocations (buggy) [[BR]]

171 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[BR]]

168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]