| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// | 
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| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// | 
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| 3 | #include "BsCoreApplication.h" | 
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| 4 |  | 
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| 5 | #include "RenderAPI/BsRenderAPI.h" | 
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| 6 | #include "Managers/BsRenderAPIManager.h" | 
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| 7 |  | 
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| 8 | #include "Platform/BsPlatform.h" | 
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| 9 | #include "RenderAPI/BsRenderWindow.h" | 
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| 10 | #include "Math/BsVector2.h" | 
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| 11 | #include "CoreThread/BsCoreObjectManager.h" | 
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| 12 | #include "Scene/BsGameObjectManager.h" | 
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| 13 | #include "Utility/BsDynLib.h" | 
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| 14 | #include "Utility/BsDynLibManager.h" | 
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| 15 | #include "Scene/BsSceneManager.h" | 
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| 16 | #include "Importer/BsImporter.h" | 
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| 17 | #include "Resources/BsResources.h" | 
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| 18 | #include "Scene/BsSceneObject.h" | 
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| 19 | #include "Utility/BsTime.h" | 
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| 20 | #include "Input/BsInput.h" | 
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| 21 | #include "Renderer/BsRendererManager.h" | 
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| 22 | #include "Managers/BsGpuProgramManager.h" | 
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| 23 | #include "Managers/BsMeshManager.h" | 
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| 24 | #include "Managers/BsRenderWindowManager.h" | 
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| 25 | #include "Renderer/BsRenderer.h" | 
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| 26 | #include "Utility/BsDeferredCallManager.h" | 
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| 27 | #include "CoreThread/BsCoreThread.h" | 
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| 28 | #include "Localization/BsStringTableManager.h" | 
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| 29 | #include "Profiling/BsProfilingManager.h" | 
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| 30 | #include "Profiling/BsProfilerCPU.h" | 
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| 31 | #include "Profiling/BsProfilerGPU.h" | 
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| 32 | #include "Managers/BsQueryManager.h" | 
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| 33 | #include "Threading/BsThreadPool.h" | 
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| 34 | #include "Threading/BsTaskScheduler.h" | 
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| 35 | #include "Profiling/BsRenderStats.h" | 
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| 36 | #include "Utility/BsMessageHandler.h" | 
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| 37 | #include "Managers/BsResourceListenerManager.h" | 
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| 38 | #include "Managers/BsRenderStateManager.h" | 
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| 39 | #include "Material/BsShaderManager.h" | 
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| 40 | #include "Physics/BsPhysicsManager.h" | 
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| 41 | #include "Physics/BsPhysics.h" | 
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| 42 | #include "Audio/BsAudioManager.h" | 
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| 43 | #include "Audio/BsAudio.h" | 
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| 44 | #include "Animation/BsAnimationManager.h" | 
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| 45 | #include "Renderer/BsParamBlocks.h" | 
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| 46 | #include "Particles/BsParticleManager.h" | 
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| 47 | #include "Particles/BsVectorField.h" | 
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| 48 |  | 
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| 49 | namespace bs | 
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| 50 | { | 
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| 51 | CoreApplication::CoreApplication(START_UP_DESC desc) | 
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| 52 | : mPrimaryWindow(nullptr), mStartUpDesc(desc), mRendererPlugin(nullptr), mIsFrameRenderingFinished(true) | 
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| 53 | , mSimThreadId(BS_THREAD_CURRENT_ID), mRunMainLoop(false) | 
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| 54 | { | 
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| 55 | // Ensure all errors are reported properly | 
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| 56 | CrashHandler::startUp(); | 
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| 57 | } | 
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| 58 |  | 
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| 59 | CoreApplication::~CoreApplication() | 
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| 60 | { | 
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| 61 | mPrimaryWindow->destroy(); | 
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| 62 | mPrimaryWindow = nullptr; | 
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| 63 |  | 
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| 64 | Importer::shutDown(); | 
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| 65 | MeshManager::shutDown(); | 
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| 66 | ProfilerGPU::shutDown(); | 
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| 67 |  | 
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| 68 | SceneManager::shutDown(); | 
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| 69 |  | 
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| 70 | Input::shutDown(); | 
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| 71 |  | 
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| 72 | ct::ParamBlockManager::shutDown(); | 
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| 73 | StringTableManager::shutDown(); | 
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| 74 | Resources::shutDown(); | 
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| 75 | GameObjectManager::shutDown(); | 
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| 76 |  | 
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| 77 | // Audio manager must be released before the ResourceListenerManager, as any one-shot audio sources need to be | 
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| 78 | // destroyed since they implement the IResourceListener interface | 
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| 79 | AudioManager::shutDown(); | 
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| 80 | ResourceListenerManager::shutDown(); | 
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| 81 | RenderStateManager::shutDown(); | 
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| 82 | ParticleManager::shutDown(); | 
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| 83 | AnimationManager::shutDown(); | 
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| 84 |  | 
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| 85 | // This must be done after all resources are released since it will unload the physics plugin, and some resources | 
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| 86 | // might be instances of types from that plugin. | 
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| 87 | PhysicsManager::shutDown(); | 
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| 88 |  | 
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| 89 | RendererManager::shutDown(); | 
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| 90 |  | 
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| 91 | // All CoreObject related modules should be shut down now. They have likely queued CoreObjects for destruction, so | 
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| 92 | // we need to wait for those objects to get destroyed before continuing. | 
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| 93 | CoreObjectManager::instance().syncToCore(); | 
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| 94 | gCoreThread().update(); | 
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| 95 | gCoreThread().submitAll(true); | 
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| 96 |  | 
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| 97 | unloadPlugin(mRendererPlugin); | 
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| 98 |  | 
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| 99 | RenderAPIManager::shutDown(); | 
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| 100 | ct::GpuProgramManager::shutDown(); | 
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| 101 | GpuProgramManager::shutDown(); | 
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| 102 |  | 
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| 103 | CoreObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries | 
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| 104 | DynLibManager::shutDown(); | 
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| 105 | Time::shutDown(); | 
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| 106 | DeferredCallManager::shutDown(); | 
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| 107 |  | 
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| 108 | CoreThread::shutDown(); | 
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| 109 | RenderStats::shutDown(); | 
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| 110 | TaskScheduler::shutDown(); | 
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| 111 | ThreadPool::shutDown(); | 
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| 112 | ProfilingManager::shutDown(); | 
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| 113 | ProfilerCPU::shutDown(); | 
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| 114 | MessageHandler::shutDown(); | 
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| 115 | ShaderManager::shutDown(); | 
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| 116 |  | 
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| 117 | MemStack::endThread(); | 
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| 118 | Platform::_shutDown(); | 
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| 119 |  | 
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| 120 | CrashHandler::shutDown(); | 
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| 121 | } | 
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| 122 |  | 
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| 123 | void CoreApplication::onStartUp() | 
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| 124 | { | 
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| 125 | UINT32 numWorkerThreads = BS_THREAD_HARDWARE_CONCURRENCY - 1; // Number of cores while excluding current thread. | 
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| 126 |  | 
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| 127 | Platform::_startUp(); | 
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| 128 | MemStack::beginThread(); | 
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| 129 |  | 
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| 130 | ShaderManager::startUp(getShaderIncludeHandler()); | 
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| 131 | MessageHandler::startUp(); | 
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| 132 | ProfilerCPU::startUp(); | 
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| 133 | ProfilingManager::startUp(); | 
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| 134 | ThreadPool::startUp<TThreadPool<ThreadDefaultPolicy>>((numWorkerThreads)); | 
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| 135 | TaskScheduler::startUp(); | 
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| 136 | TaskScheduler::instance().removeWorker(); | 
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| 137 | RenderStats::startUp(); | 
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| 138 | CoreThread::startUp(); | 
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| 139 | StringTableManager::startUp(); | 
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| 140 | DeferredCallManager::startUp(); | 
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| 141 | Time::startUp(); | 
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| 142 | DynLibManager::startUp(); | 
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| 143 | CoreObjectManager::startUp(); | 
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| 144 | GameObjectManager::startUp(); | 
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| 145 | Resources::startUp(); | 
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| 146 | ResourceListenerManager::startUp(); | 
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| 147 | GpuProgramManager::startUp(); | 
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| 148 | RenderStateManager::startUp(); | 
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| 149 | ct::GpuProgramManager::startUp(); | 
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| 150 | RenderAPIManager::startUp(); | 
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| 151 |  | 
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| 152 | mPrimaryWindow = RenderAPIManager::instance().initialize(mStartUpDesc.renderAPI, mStartUpDesc.primaryWindowDesc); | 
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| 153 |  | 
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| 154 | ct::ParamBlockManager::startUp(); | 
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| 155 | Input::startUp(); | 
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| 156 | RendererManager::startUp(); | 
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| 157 |  | 
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| 158 | loadPlugin(mStartUpDesc.renderer, &mRendererPlugin); | 
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| 159 |  | 
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| 160 | // Must be initialized before the scene manager, as game scene creation triggers physics scene creation | 
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| 161 | PhysicsManager::startUp(mStartUpDesc.physics, mStartUpDesc.physicsCooking); | 
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| 162 | SceneManager::startUp(); | 
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| 163 | RendererManager::instance().setActive(mStartUpDesc.renderer); | 
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| 164 | startUpRenderer(); | 
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| 165 |  | 
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| 166 | ProfilerGPU::startUp(); | 
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| 167 | MeshManager::startUp(); | 
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| 168 | Importer::startUp(); | 
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| 169 | AudioManager::startUp(mStartUpDesc.audio); | 
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| 170 | AnimationManager::startUp(); | 
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| 171 | ParticleManager::startUp(); | 
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| 172 |  | 
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| 173 | for (auto& importerName : mStartUpDesc.importers) | 
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| 174 | loadPlugin(importerName); | 
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| 175 |  | 
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| 176 | // Built-in importers | 
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| 177 | FGAImporter* fgaImporter = bs_new<FGAImporter>(); | 
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| 178 | Importer::instance()._registerAssetImporter(fgaImporter); | 
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| 179 | } | 
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| 180 |  | 
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| 181 | void CoreApplication::runMainLoop() | 
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| 182 | { | 
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| 183 | mRunMainLoop = true; | 
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| 184 |  | 
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| 185 | while(mRunMainLoop) | 
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| 186 | { | 
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| 187 | // Limit FPS if needed | 
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| 188 | if (mFrameStep > 0) | 
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| 189 | { | 
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| 190 | UINT64 currentTime = gTime().getTimePrecise(); | 
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| 191 | UINT64 nextFrameTime = mLastFrameTime + mFrameStep; | 
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| 192 | while (nextFrameTime > currentTime) | 
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| 193 | { | 
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| 194 | UINT32 waitTime = (UINT32)(nextFrameTime - currentTime); | 
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| 195 |  | 
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| 196 | // If waiting for longer, sleep | 
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| 197 | if (waitTime >= 2000) | 
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| 198 | { | 
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| 199 | Platform::sleep(waitTime / 1000); | 
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| 200 | currentTime = gTime().getTimePrecise(); | 
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| 201 | } | 
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| 202 | else | 
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| 203 | { | 
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| 204 | // Otherwise we just spin, sleep timer granularity is too low and we might end up wasting a | 
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| 205 | // millisecond otherwise. | 
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| 206 | // Note: For mobiles where power might be more important than input latency, consider using sleep. | 
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| 207 | while(nextFrameTime > currentTime) | 
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| 208 | currentTime = gTime().getTimePrecise(); | 
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| 209 | } | 
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| 210 | } | 
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| 211 |  | 
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| 212 | mLastFrameTime = currentTime; | 
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| 213 | } | 
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| 214 |  | 
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| 215 | gProfilerCPU().beginThread( "Sim"); | 
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| 216 |  | 
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| 217 | Platform::_update(); | 
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| 218 | DeferredCallManager::instance()._update(); | 
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| 219 | gTime()._update(); | 
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| 220 | gInput()._update(); | 
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| 221 | // RenderWindowManager::update needs to happen after Input::update and before Input::_triggerCallbacks, | 
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| 222 | // so that all input is properly captured in case there is a focus change, and so that | 
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| 223 | // focus change is registered before input events are sent out (mouse press can result in code | 
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| 224 | // checking if a window is in focus, so it has to be up to date) | 
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| 225 | RenderWindowManager::instance()._update(); | 
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| 226 | gInput()._triggerCallbacks(); | 
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| 227 | gDebug()._triggerCallbacks(); | 
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| 228 |  | 
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| 229 | preUpdate(); | 
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| 230 |  | 
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| 231 | // Trigger fixed updates if required | 
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| 232 | { | 
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| 233 | UINT64 step; | 
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| 234 | const UINT32 numIterations = gTime()._getFixedUpdateStep(step); | 
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| 235 |  | 
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| 236 | const float stepSeconds = step / 1000000.0f; | 
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| 237 | for (UINT32 i = 0; i < numIterations; i++) | 
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| 238 | { | 
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| 239 | fixedUpdate(); | 
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| 240 | PROFILE_CALL(gSceneManager()._fixedUpdate(), "Scene fixed update"); | 
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| 241 | PROFILE_CALL(gPhysics().fixedUpdate(stepSeconds), "Physics simulation"); | 
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| 242 |  | 
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| 243 | gTime()._advanceFixedUpdate(step); | 
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| 244 | } | 
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| 245 | } | 
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| 246 |  | 
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| 247 | PROFILE_CALL(gSceneManager()._update(), "Scene update"); | 
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| 248 | gAudio()._update(); | 
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| 249 | gPhysics().update(); | 
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| 250 |  | 
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| 251 | // Update plugins | 
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| 252 | for (auto& pluginUpdateFunc : mPluginUpdateFunctions) | 
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| 253 | pluginUpdateFunc.second(); | 
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| 254 |  | 
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| 255 | postUpdate(); | 
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| 256 |  | 
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| 257 | PerFrameData perFrameData; | 
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| 258 |  | 
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| 259 | // Evaluate animation after scene and plugin updates because the renderer will just now be displaying the | 
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| 260 | // animation we sent on the previous frame, and we want the scene information to match to what is displayed. | 
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| 261 | perFrameData.animation = AnimationManager::instance().update(); | 
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| 262 | perFrameData.particles = ParticleManager::instance().update(*perFrameData.animation); | 
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| 263 |  | 
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| 264 | // Send out resource events in case any were loaded/destroyed/modified | 
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| 265 | ResourceListenerManager::instance().update(); | 
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| 266 |  | 
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| 267 | // Trigger any renderer task callbacks (should be done before scene object update, or core sync, so objects have | 
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| 268 | // a chance to respond to the callback). | 
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| 269 | RendererManager::instance().getActive()->update(); | 
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| 270 |  | 
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| 271 | gSceneManager()._updateCoreObjectTransforms(); | 
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| 272 | PROFILE_CALL(RendererManager::instance().getActive()->renderAll(perFrameData), "Render"); | 
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| 273 |  | 
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| 274 | // Core and sim thread run in lockstep. This will result in a larger input latency than if I was | 
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| 275 | // running just a single thread. Latency becomes worse if the core thread takes longer than sim | 
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| 276 | // thread, in which case sim thread needs to wait. Optimal solution would be to get an average | 
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| 277 | // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time. | 
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| 278 | { | 
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| 279 | Lock lock(mFrameRenderingFinishedMutex); | 
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| 280 |  | 
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| 281 | while(!mIsFrameRenderingFinished) | 
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| 282 | { | 
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| 283 | TaskScheduler::instance().addWorker(); | 
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| 284 | mFrameRenderingFinishedCondition.wait(lock); | 
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| 285 | TaskScheduler::instance().removeWorker(); | 
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| 286 | } | 
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| 287 |  | 
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| 288 | mIsFrameRenderingFinished = false; | 
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| 289 | } | 
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| 290 |  | 
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| 291 | gCoreThread().queueCommand(std::bind(&CoreApplication::beginCoreProfiling, this), CTQF_InternalQueue); | 
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| 292 | gCoreThread().queueCommand(&Platform::_coreUpdate, CTQF_InternalQueue); | 
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| 293 | gCoreThread().queueCommand(std::bind(&ct::RenderWindowManager::_update, ct::RenderWindowManager::instancePtr()), CTQF_InternalQueue); | 
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| 294 |  | 
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| 295 | gCoreThread().update(); | 
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| 296 | gCoreThread().submitAll(); | 
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| 297 |  | 
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| 298 | gCoreThread().queueCommand(std::bind(&CoreApplication::frameRenderingFinishedCallback, this), CTQF_InternalQueue); | 
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| 299 |  | 
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| 300 | gCoreThread().queueCommand(std::bind(&ct::QueryManager::_update, ct::QueryManager::instancePtr()), CTQF_InternalQueue); | 
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| 301 | gCoreThread().queueCommand(std::bind(&CoreApplication::endCoreProfiling, this), CTQF_InternalQueue); | 
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| 302 |  | 
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| 303 | gProfilerCPU().endThread(); | 
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| 304 | gProfiler()._update(); | 
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| 305 | } | 
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| 306 |  | 
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| 307 | // Wait until last core frame is finished before exiting | 
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| 308 | { | 
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| 309 | Lock lock(mFrameRenderingFinishedMutex); | 
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| 310 |  | 
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| 311 | while (!mIsFrameRenderingFinished) | 
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| 312 | { | 
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| 313 | TaskScheduler::instance().addWorker(); | 
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| 314 | mFrameRenderingFinishedCondition.wait(lock); | 
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| 315 | TaskScheduler::instance().removeWorker(); | 
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| 316 | } | 
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| 317 | } | 
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| 318 | } | 
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| 319 |  | 
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| 320 | void CoreApplication::preUpdate() | 
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| 321 | { | 
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| 322 | // Do nothing | 
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| 323 | } | 
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| 324 |  | 
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| 325 | void CoreApplication::postUpdate() | 
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| 326 | { | 
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| 327 | // Do nothing | 
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| 328 | } | 
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| 329 |  | 
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| 330 | void CoreApplication::fixedUpdate() | 
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| 331 | { | 
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| 332 | // Do nothing | 
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| 333 | } | 
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| 334 |  | 
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| 335 | void CoreApplication::stopMainLoop() | 
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| 336 | { | 
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| 337 | mRunMainLoop = false; // No sync primitives needed, in that rare case of | 
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| 338 | // a race condition we might run the loop one extra iteration which is acceptable | 
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| 339 | } | 
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| 340 |  | 
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| 341 | void CoreApplication::quitRequested() | 
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| 342 | { | 
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| 343 | stopMainLoop(); | 
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| 344 | } | 
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| 345 |  | 
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| 346 | void CoreApplication::setFPSLimit(UINT32 limit) | 
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| 347 | { | 
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| 348 | if(limit > 0) | 
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| 349 | mFrameStep = (UINT64)1000000 / limit; | 
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| 350 | else | 
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| 351 | mFrameStep = 0; | 
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| 352 | } | 
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| 353 |  | 
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| 354 | void CoreApplication::frameRenderingFinishedCallback() | 
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| 355 | { | 
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| 356 | Lock lock(mFrameRenderingFinishedMutex); | 
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| 357 |  | 
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| 358 | mIsFrameRenderingFinished = true; | 
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| 359 | mFrameRenderingFinishedCondition.notify_one(); | 
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| 360 | } | 
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| 361 |  | 
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| 362 | void CoreApplication::startUpRenderer() | 
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| 363 | { | 
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| 364 | RendererManager::instance().initialize(); | 
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| 365 | } | 
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| 366 |  | 
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| 367 | void CoreApplication::beginCoreProfiling() | 
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| 368 | { | 
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| 369 | gProfilerCPU().beginThread( "Core"); | 
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| 370 | } | 
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| 371 |  | 
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| 372 | void CoreApplication::endCoreProfiling() | 
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| 373 | { | 
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| 374 | ProfilerGPU::instance()._update(); | 
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| 375 |  | 
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| 376 | gProfilerCPU().endThread(); | 
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| 377 | gProfiler()._updateCore(); | 
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| 378 | } | 
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| 379 |  | 
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| 380 | void* CoreApplication::loadPlugin(const String& pluginName, DynLib** library, void* passThrough) | 
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| 381 | { | 
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| 382 | DynLib* loadedLibrary = gDynLibManager().load(pluginName); | 
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| 383 | if(library != nullptr) | 
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| 384 | *library = loadedLibrary; | 
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| 385 |  | 
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| 386 | void* retVal = nullptr; | 
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| 387 | if(loadedLibrary != nullptr) | 
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| 388 | { | 
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| 389 | if (passThrough == nullptr) | 
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| 390 | { | 
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| 391 | typedef void* (*LoadPluginFunc)(); | 
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| 392 |  | 
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| 393 | LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol( "loadPlugin"); | 
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| 394 |  | 
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| 395 | if (loadPluginFunc != nullptr) | 
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| 396 | retVal = loadPluginFunc(); | 
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| 397 | } | 
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| 398 | else | 
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| 399 | { | 
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| 400 | typedef void* (*LoadPluginFunc)(void*); | 
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| 401 |  | 
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| 402 | LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol( "loadPlugin"); | 
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| 403 |  | 
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| 404 | if (loadPluginFunc != nullptr) | 
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| 405 | retVal = loadPluginFunc(passThrough); | 
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| 406 | } | 
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| 407 |  | 
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| 408 | UpdatePluginFunc loadPluginFunc = (UpdatePluginFunc)loadedLibrary->getSymbol( "updatePlugin"); | 
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| 409 |  | 
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| 410 | if (loadPluginFunc != nullptr) | 
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| 411 | mPluginUpdateFunctions[loadedLibrary] = loadPluginFunc; | 
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| 412 | } | 
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| 413 |  | 
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| 414 | return retVal; | 
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| 415 | } | 
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| 416 |  | 
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| 417 | void CoreApplication::unloadPlugin(DynLib* library) | 
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| 418 | { | 
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| 419 | typedef void (*UnloadPluginFunc)(); | 
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| 420 |  | 
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| 421 | UnloadPluginFunc unloadPluginFunc = (UnloadPluginFunc)library->getSymbol( "unloadPlugin"); | 
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| 422 |  | 
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| 423 | if(unloadPluginFunc != nullptr) | 
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| 424 | unloadPluginFunc(); | 
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| 425 |  | 
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| 426 | mPluginUpdateFunctions.erase(library); | 
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| 427 | gDynLibManager().unload(library); | 
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| 428 | } | 
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| 429 |  | 
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| 430 | SPtr<IShaderIncludeHandler> CoreApplication::getShaderIncludeHandler() const | 
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| 431 | { | 
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| 432 | return bs_shared_ptr_new<DefaultShaderIncludeHandler>(); | 
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| 433 | } | 
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| 434 |  | 
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| 435 | CoreApplication& gCoreApplication() | 
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| 436 | { | 
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| 437 | return CoreApplication::instance(); | 
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| 438 | } | 
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| 439 | } | 
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| 440 |  | 
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