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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef RESOURCE_MANAGER_H_
#define RESOURCE_MANAGER_H_

#include "ResourceLoader.h"
#include "Hardware/Platform/Headers/Thread.h"

namespace Divide {

///Resource Cache responsibilities:
/// - keep track of already loaded resources
/// - load new resources using apropriate resource loader and store them in cache
/// - remove resources by name / pointer or remove all
DEFINE_SINGLETON( ResourceCache )

public:
    ///Each resource entity should have a 'resource name'Loader implementation.
    template<typename T>
    inline T* loadResource(const ResourceDescriptor& descriptor) {
        ///Check cache first to avoit loading the same resource twice
        T* ptr = dynamic_cast<T*>(loadResource(descriptor.getName()));
        ///If the cache did not contain our resource ...
        if(!ptr){
            /// ...aquire the resource's loader
            ImplResourceLoader<T> assetLoader(descriptor);
            /// and get our resource as the loader creates it
            ptr = assetLoader();
            if(ptr){
                ptr->setState(RES_LOADED);
                /// validate it's integrity and add it to the cache
                add(descriptor.getName(),ptr);
            }
        }
        return ptr;
    }

    Resource* const find(const stringImpl& name);
    void add(const stringImpl& name, Resource* const resource);
    bool remove(Resource* res);
    bool load(Resource* const res, const stringImpl& name);
    bool loadHW(Resource* const res, const stringImpl& name);

protected:
    ResourceCache();
    ~ResourceCache();
    ///Empty the entire cache of resources
    void Destroy();
    ///this method handles cache lookups and reference counting
    Resource* loadResource(const stringImpl& name);
    ///unload a single resource and pend deletion
    bool removeInternal(Resource* const resource);
    ///multithreaded resource creation
    SharedLock _creationMutex;

    typedef hashMapImpl<stringImpl, Resource*> ResourceMap;
    ResourceMap _resDB;
    //boost::threadpool::pool* _loadingPool;

END_SINGLETON

template<typename T>
inline bool RemoveResource(T*& resource){
    DIVIDE_ASSERT(ResourceCache::hasInstance(), 
                  Locale::get( "RESOURCE_CACHE_NOT_AVAILABLE" ));
    DIVIDE_ASSERT(dynamic_cast<Resource*>( resource ) != nullptr,
                  Locale::get( "RESOURCE_CACHE_REMOVE_NOT_RESOURCE" ));

    if (ResourceCache::getInstance().remove(resource)) {
       resource = nullptr;
       return true;
	}

	return false;
}

template<typename T>
inline T* CreateResource(const ResourceDescriptor& descriptor){
    return ResourceCache::getInstance().loadResource<T>(descriptor);
}

template<typename T>
inline T* const FindResourceImpl(const stringImpl& name){
    return static_cast<T*>(ResourceCache::getInstance().find(name));
}

}; //namespace Divide

#endif

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

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

324 Diff Diff IonutCava picture IonutCava Sun 14 Sep, 2014 14:01:39 +0000

[Ionut]
- New memory management system (no custom allocators in this commit)
— Memory tracer to detect memory leaks on shutdown (from: https://www.relisoft.com/book/tech/9new.html)
— SAFE_DELETE_XYZ are now inline template functions not macros
— ASSERTION system now supports logging and message boxes and continue on error configurable for each build type
— Fixed a lot of memory leaks detected by the new system (some still remain)

- Added SRGB support (part 1)
— Albedo textures are loaded as SRGB (make sure resources are SRGB)
— Shaders output gamma corrected colors
— Moved terrain textures back to 2 array system (albedo and normal maps, albedo maps using a SRGB sampler)

- Sky is now loaded via the ResourceCache system
- Added include safeguards in shader atoms

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

302 Diff Diff IonutCava picture IonutCava Wed 06 Aug, 2014 22:09:55 +0000

[Ionut]
- GenericVertexData buffer size (for read/write buffering) is now configurable instead of a fixed 3x and also applies to non-persistently mapped buffers
- Moved OpenGL enum tables to Divide::GLUtil::GL_ENUM_TABLE
- More code cleanups (glResources, glError, glVertexArray, glGenericVertexData, glIMPrimitive)

301 Diff Diff IonutCava picture IonutCava Tue 05 Aug, 2014 20:55:30 +0000

[Ionut]
- Code cleanups and comments (ShaderManager, ShaderProgram, Texture)
- Fixed some singleton destruction order between ResourceCache and ShaderManager to properly unload remaining shader programs

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]]

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]]

221 k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *