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Created April 14, 2013 15:22
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Resource interface changes
/** REMOVED **/
OGRE_AUTO_MUTEX
Resource objects are no longer thread safe, except for getting their state
and reference counting
virtual void prepareImpl(void)
virtual void unprepareImpl(void)
virtual void prepare(bool backgroundThread = false);
virtual bool isPrepared(void) const
virtual void _firePreparingComplete(bool wasBackgroundLoaded);
OgreMain will have no notion of "prepared"
virtual void loadImpl(void) = 0;
All loading will be done by the ResourceLoader
virtual void preUnloadImpl(void)
virtual void postUnloadImpl(void)
Unload process will be
unloadImpl(); // Clean up resident portion
mLoader->unloaded(this); // Notify manager so it can release resources as appropriate
size_t mSize;
virtual size_t calculateSize(void) const = 0;
virtual size_t getSize(void) const
mSize is going. Can be tracked by the ResourceManager implementation if needed
(?) would calculateSize remain valuable?
bool mIsManual;
virtual bool isReloadable(void) const
All resources reloadable
Convinience class may be added which "caches" resources which would not
be reloadable
virtual bool isManuallyLoaded(void) const
Removal of distinction of Resource System vs Manually Loaded resources from
OgreMain
virtual void touch(void);
Other methodology
String mName;
String mGroup;
ResourceHandle mHandle;
String mOrigin;
virtual const String& getName(void) const
virtual ResourceHandle getHandle(void) const
virtual const String& getGroup(void) const
virtual void changeGroupOwnership(const String& newGroup);
ResourceManager* mCreator;
virtual ResourceManager* getCreator(void) { return mCreator; }
virtual const String& getOrigin(void) const { return mOrigin; }
virtual void _notifyOrigin(const String& origin) { mOrigin = origin; }
No longer a part of OgreMain
volatile bool mIsBackgroundLoaded;
virtual bool isBackgroundLoaded(void) const
virtual void setBackgroundLoaded(bool bl)
All resource loading may be async
virtual void escalateLoading();
No sync loading
virtual size_t getStateCount() const { return mStateCount; }
virtual void _dirtyState();
size_t mStateCount;
Better handled by resource listener (?)
/** CHANGED **/
AtomicScalar<LoadingState> mLoadingState;
New loading states, no longer atomic, etc
ManualResourceLoader* mLoader;
ResourceLoader* mLoader;
virtual void unloadImpl(void) = 0;
Mostly the same, some notification of loader
Resource(), ~Resource()
Removal of resource names, etc
virtual void load(bool backgroundThread = false);
All loading may be done in background (backgroundThread option removed)
Mainly triggers notifications to ResourceLoader
virtual void reload(void);
Will notify ResourceLoader. Asynchronous.
virtual void unload(void);
Drops internal buffers and notifies resource loader
/** ADDED **/
AtomicScalar<unsigned> mRefCount;
Intrusive shared pointer to support intelligent management (see
ResourceLoader::unused near the end of this document)
protected: void loadingComplete(void);
Called by ResourceLoader when it is ready to load the resource; **must be
invoked on the main thread**
this->preLoadImpl()
mLoader->makeResident(this)
this->postLoadImpl()
this->_fireLoadingComplete()
/** RETAINED **/
ListenerList mListenerList;
OGRE_MUTEX(mListenerListMutex)
virtual void addListener(Listener* lis);
virtual void removeListener(Listener* lis);
virtual void _fireLoadingComplete(bool wasBackgroundLoaded);
(Without wasBackgroundLoaded)
virtual void _fireUnloadingComplete(void);
(Unless compelling reason to remove)
virtual void preLoadImpl(void)
virtual void postLoadImpl(void)
virtual bool isLoaded(void) const
virtual bool isLoading() const
virtual LoadingState getLoadingState() const
But no longer virtual
/** ResourceLoader **/
class ResourceLoader {
friend class Resource;
// Methods invoked by Resource. All invoked on the main thread.
/** Invoked when the Resource requests to be loaded. May either
* synchronously load the resource, or begin an asynchronous loading
* process
*/
void load(Resource* r);
/** Invoked by Resource when it is ready to make itself resident */
void makeResident(Resource* r);
/** Invoked by Resource when it has been unloaded */
void unloaded(Resource* r);
/** Invoked when the resource is unused - defined as when the resource's
* reference count has dropped to zero
*
* The loader is then responsible for implementing policy regarding if/when
* the resource will be unloaded or the resource object destroyed.
*
* Because at this point the loader *should* be the only object with a
* remaining reference to the resource, it intrinsically knows when the
* resource becomes used again.
*/
void unused(Resource* r);
}
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