untested texture loader
parent
35273334a3
commit
8c86faf1ce
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@ -31,17 +31,29 @@ namespace blt::gfx
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{
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std::string path;
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std::string name;
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loadable_texture() = default;
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loadable_texture(std::string path, std::string name): path(std::move(path)), name(std::move(name))
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{}
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};
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class texture_resource_manager
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{
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private:
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blt::thread_pool<false> pool;
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std::mutex load_lock;
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std::mutex save_lock;
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std::vector<loadable_texture> textures_to_load;
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std::vector<texture_file*> loaded_textures;
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HASHMAP<std::string, texture_gl2D*> textures_2d;
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public:
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texture_resource_manager() = default;
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~texture_resource_manager();
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void enqueue(std::string path, std::string name = "");
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void load_resources(std::size_t threads = 8);
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void delete_resources();
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};
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}
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@ -18,8 +18,63 @@
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#include <blt/gfx/renderer/texture_manager.h>
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#include <blt/std/logging.h>
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blt::gfx::texture_resource_manager::~texture_resource_manager()
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namespace blt::gfx
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{
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for (const auto& p : textures_2d)
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delete p.second;
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void texture_resource_manager::delete_resources()
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{
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for (const auto& p : textures_2d)
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delete p.second;
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}
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void texture_resource_manager::enqueue(std::string path, std::string name)
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{
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textures_to_load.emplace_back(std::move(path), std::move(name));
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}
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void texture_resource_manager::load_resources(std::size_t threads)
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{
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blt::thread_pool<false> pool;
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pool.execute([&]() {
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loadable_texture texture;
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{
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std::scoped_lock lock(load_lock);
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texture = textures_to_load.back();
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textures_to_load.pop_back();
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}
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auto* file = new texture_file(texture.path, texture.name);
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{
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std::scoped_lock lock(save_lock);
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loaded_textures.push_back(file);
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}
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});
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do
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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{
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std::scoped_lock lock(load_lock);
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if (textures_to_load.empty())
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break;
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}
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{
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std::scoped_lock lock(save_lock);
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while (!loaded_textures.empty())
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{
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auto* back = loaded_textures.back();
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textures_2d.insert({back->getName(), new texture_gl2D(back->texture())});
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BLT_DEBUG("Loaded Texture %s", back->getName().c_str());
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delete back;
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loaded_textures.pop_back();
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}
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}
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} while (true);
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pool.stop();
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while (!pool.complete());
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while (!loaded_textures.empty())
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{
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auto* back = loaded_textures.back();
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textures_2d.insert({back->getName(), new texture_gl2D(back->texture())});
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loaded_textures.pop_back();
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}
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}
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}
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