| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Utility/BsModule.h" |
| 7 | |
| 8 | namespace bs |
| 9 | { |
| 10 | /** @addtogroup Resources |
| 11 | * @{ |
| 12 | */ |
| 13 | |
| 14 | /** Flags that can be used to control resource loading. */ |
| 15 | enum class BS_SCRIPT_EXPORT(m:Resources) ResourceLoadFlag |
| 16 | { |
| 17 | /** No flags. */ |
| 18 | None = 0, |
| 19 | /** If enabled all resources referenced by the root resource will be loaded as well. */ |
| 20 | LoadDependencies = 1 << 0, |
| 21 | /** |
| 22 | * If enabled the resource system will keep an internal reference to the resource so it doesn't get destroyed when |
| 23 | * it goes out of scope. You can call Resources::release() to release the internal reference. Each call to load will |
| 24 | * create a new internal reference and therefore must be followed by the same number of release calls. If |
| 25 | * dependencies are being loaded, they will not have internal references created regardless of this parameter. |
| 26 | */ |
| 27 | KeepInternalRef = 1 << 1, |
| 28 | /** |
| 29 | * Determines if the loaded resource keeps original data loaded. Sometime resources will process loaded data |
| 30 | * and discard the original (e.g. uncompressing audio on load). This flag can prevent the resource from discarding |
| 31 | * the original data. The original data might be required for saving the resource (via Resources::save), but will |
| 32 | * use up extra memory. Normally you want to keep this enabled if you plan on saving the resource to disk. |
| 33 | */ |
| 34 | KeepSourceData = 1 << 2, |
| 35 | /** Default set of flags used for resource loading. */ |
| 36 | Default = LoadDependencies | KeepInternalRef |
| 37 | }; |
| 38 | |
| 39 | typedef Flags<ResourceLoadFlag> ResourceLoadFlags; |
| 40 | BS_FLAGS_OPERATORS(ResourceLoadFlag); |
| 41 | |
| 42 | /** |
| 43 | * Manager for dealing with all engine resources. It allows you to save new resources and load existing ones. |
| 44 | * |
| 45 | * @note Sim thread only. |
| 46 | */ |
| 47 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Resources,api:bsf) Resources : public Module<Resources> |
| 48 | { |
| 49 | /** Information about a loaded resource. */ |
| 50 | struct LoadedResourceData |
| 51 | { |
| 52 | LoadedResourceData() = default; |
| 53 | LoadedResourceData(const WeakResourceHandle<Resource>& resource, UINT32 size) |
| 54 | :resource(resource), size(size) |
| 55 | { } |
| 56 | |
| 57 | WeakResourceHandle<Resource> resource; |
| 58 | UINT32 numInternalRefs = 0; |
| 59 | UINT32 size = 0; |
| 60 | }; |
| 61 | |
| 62 | /** Information about a resource that's currently being loaded. */ |
| 63 | struct ResourceLoadData |
| 64 | { |
| 65 | ResourceLoadData(const WeakResourceHandle<Resource>& resource, UINT32 numDependencies, UINT32 size) |
| 66 | :resData(resource, size), remainingDependencies(numDependencies) |
| 67 | { } |
| 68 | |
| 69 | LoadedResourceData resData; |
| 70 | SPtr<Resource> loadedData; |
| 71 | UINT32 remainingDependencies; |
| 72 | Vector<HResource> dependencies; |
| 73 | bool notifyImmediately; |
| 74 | |
| 75 | // Progress reporting |
| 76 | UINT32 dependencySize = 0; |
| 77 | UINT32 dependencyLoadedAmount = 0; |
| 78 | std::atomic<float> progress; |
| 79 | }; |
| 80 | |
| 81 | /** Information about an issued resource load. */ |
| 82 | struct LoadInfo |
| 83 | { |
| 84 | enum State { Loading, Failed, AlreadyInProgress, AlreadyLoaded }; |
| 85 | |
| 86 | HResource resource; |
| 87 | UINT32 size; |
| 88 | State state; |
| 89 | }; |
| 90 | |
| 91 | public: |
| 92 | Resources(); |
| 93 | ~Resources(); |
| 94 | |
| 95 | /** |
| 96 | * Loads the resource from a given path. Returns an empty handle if resource can't be loaded. Resource is loaded |
| 97 | * synchronously. |
| 98 | * |
| 99 | * @param[in] filePath File path to the resource to load. This can be absolute or relative to the working |
| 100 | * folder. |
| 101 | * @param[in] loadFlags Flags used to control the load process. |
| 102 | * |
| 103 | * @see release(ResourceHandleBase&), unloadAllUnused() |
| 104 | */ |
| 105 | BS_SCRIPT_EXPORT() |
| 106 | BS_NORREF HResource load(const Path& filePath, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default); |
| 107 | |
| 108 | /** @copydoc load(const Path&, ResourceLoadFlags) */ |
| 109 | template <class T> |
| 110 | ResourceHandle<T> load(const Path& filePath, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default) |
| 111 | { |
| 112 | return static_resource_cast<T>(load(filePath, loadFlags)); |
| 113 | } |
| 114 | |
| 115 | /** |
| 116 | * Loads the resource for the provided weak resource handle, or returns a loaded resource if already loaded. |
| 117 | * |
| 118 | * @see load(const Path&, ResourceLoadFlags) |
| 119 | */ |
| 120 | HResource load(const WeakResourceHandle<Resource>& handle, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default); |
| 121 | |
| 122 | /** @copydoc load(const WeakResourceHandle<Resource>&, ResourceLoadFlags) */ |
| 123 | template <class T> |
| 124 | ResourceHandle<T> load(const WeakResourceHandle<T>& handle, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default) |
| 125 | { |
| 126 | return static_resource_cast<T>(load((const WeakResourceHandle<Resource>&)handle, loadFlags)); |
| 127 | } |
| 128 | |
| 129 | /** |
| 130 | * Loads the resource asynchronously. Initially returned resource handle will be invalid until resource loading is |
| 131 | * done. Use ResourceHandle<T>::isLoaded to check if resource has been loaded, or |
| 132 | * ResourceHandle<T>::blockUntilLoaded to wait until load completes. |
| 133 | * |
| 134 | * @param[in] filePath Full pathname of the file. |
| 135 | * @param[in] loadFlags Flags used to control the load process. |
| 136 | * |
| 137 | * @see load(const Path&, ResourceLoadFlags) |
| 138 | */ |
| 139 | BS_SCRIPT_EXPORT() |
| 140 | HResource loadAsync(const Path& filePath, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default); |
| 141 | |
| 142 | /** @copydoc loadAsync */ |
| 143 | template <class T> |
| 144 | ResourceHandle<T> loadAsync(const Path& filePath, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default) |
| 145 | { |
| 146 | return static_resource_cast<T>(loadAsync(filePath, loadFlags)); |
| 147 | } |
| 148 | |
| 149 | /** |
| 150 | * Loads the resource with the given UUID. Returns an empty handle if resource can't be loaded. |
| 151 | * |
| 152 | * @param[in] uuid UUID of the resource to load. |
| 153 | * @param[in] async If true resource will be loaded asynchronously. Handle to non-loaded resource will be |
| 154 | * returned immediately while loading will continue in the background. |
| 155 | * @param[in] loadFlags Flags used to control the load process. |
| 156 | * |
| 157 | * @see load(const Path&, bool) |
| 158 | */ |
| 159 | BS_SCRIPT_EXPORT() |
| 160 | HResource loadFromUUID(const UUID& uuid, bool async = false, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default); |
| 161 | |
| 162 | /** |
| 163 | * Releases an internal reference to the resource held by the resources system. This allows the resource to be |
| 164 | * unloaded when it goes out of scope, if the resource was loaded with @p keepInternalReference parameter. |
| 165 | * |
| 166 | * Alternatively you can also skip manually calling release() and call unloadAllUnused() which will unload all |
| 167 | * resources that do not have any external references, but you lose the fine grained control of what will be |
| 168 | * unloaded. |
| 169 | * |
| 170 | * @param[in] resource Handle of the resource to release. |
| 171 | */ |
| 172 | BS_SCRIPT_EXPORT() |
| 173 | void release(const HResource& resource) { release((ResourceHandleBase&)resource); } |
| 174 | |
| 175 | /** @copydoc release(const HResource&) */ |
| 176 | void release(ResourceHandleBase& resource); |
| 177 | |
| 178 | /** |
| 179 | * Finds all resources that aren't being referenced outside of the resources system and unloads them. |
| 180 | * |
| 181 | * @see release(const HResource&) |
| 182 | */ |
| 183 | BS_SCRIPT_EXPORT() |
| 184 | void unloadAllUnused(); |
| 185 | |
| 186 | /** Forces unload of all resources, whether they are being used or not. */ |
| 187 | BS_SCRIPT_EXPORT() |
| 188 | void unloadAll(); |
| 189 | |
| 190 | /** |
| 191 | * Saves the resource at the specified location. |
| 192 | * |
| 193 | * @param[in] resource Handle to the resource. |
| 194 | * @param[in] filePath Full pathname of the file to save as. |
| 195 | * @param[in] overwrite If true, any existing resource at the specified location will be overwritten. |
| 196 | * @param[in] compress Should the resource be compressed before saving. Some resources have data that is |
| 197 | * already compressed and this option will be ignored for such resources. |
| 198 | * |
| 199 | * @note |
| 200 | * If the resource is used on the GPU and you are in some way modifying it from the core thread, make sure all |
| 201 | * core thread commands are submitted and executed before you call this method. Otherwise an obsolete version of |
| 202 | * the resource might get saved. |
| 203 | * @note |
| 204 | * If saving a core thread resource this is a potentially very slow operation as we must wait on the core thread |
| 205 | * and the GPU in order to read the resource. |
| 206 | * @note |
| 207 | * Thread safe if you guarantee the resource isn't being written to from another thread. |
| 208 | */ |
| 209 | BS_SCRIPT_EXPORT() |
| 210 | void save(BS_NORREF const HResource& resource, const Path& filePath, bool overwrite, bool compress = false); |
| 211 | |
| 212 | /** |
| 213 | * Saves an existing resource to its previous location. |
| 214 | * |
| 215 | * @param[in] resource Handle to the resource. |
| 216 | * @param[in] compress Should the resource be compressed before saving. Some resources have data that is |
| 217 | * already compressed and this option will be ignored for such resources. |
| 218 | * |
| 219 | * @note |
| 220 | * If the resource is used on the GPU and you are in some way modifying it from the core thread, make sure all |
| 221 | * core thread commands are submitted and executed before you call this method. Otherwise an obsolete version of |
| 222 | * the resource might get saved. |
| 223 | * @note |
| 224 | * If saving a core thread resource this is a potentially very slow operation as we must wait on the core thread |
| 225 | * and the GPU in order to read the resource. |
| 226 | * @note |
| 227 | * Thread safe if you guarantee the resource isn't being written to from another thread. |
| 228 | */ |
| 229 | BS_SCRIPT_EXPORT() |
| 230 | void save(BS_NORREF const HResource& resource, bool compress = false); |
| 231 | |
| 232 | /** |
| 233 | * Updates an existing resource handle with a new resource. Caller must ensure that new resource type matches the |
| 234 | * original resource type. |
| 235 | */ |
| 236 | void update(HResource& handle, const SPtr<Resource>& resource); |
| 237 | |
| 238 | /** |
| 239 | * Returns a list of dependencies from the resources at the specified path. Resource will not be loaded or parsed, |
| 240 | * but instead the saved list of dependencies will be read from the file and returned. |
| 241 | * |
| 242 | * @param[in] filePath Full path to the resource to get dependencies for. |
| 243 | * @return List of dependencies represented as UUIDs. |
| 244 | */ |
| 245 | BS_SCRIPT_EXPORT() |
| 246 | Vector<UUID> getDependencies(const Path& filePath); |
| 247 | |
| 248 | /** |
| 249 | * Checks is the resource with the specified UUID loaded. |
| 250 | * |
| 251 | * @param[in] uuid UUID of the resource to check. |
| 252 | * @param[in] checkInProgress Should this method also check resources that are in progress of being |
| 253 | * asynchronously loaded. |
| 254 | * @return True if loaded or loading in progress, false otherwise. |
| 255 | */ |
| 256 | BS_SCRIPT_EXPORT() |
| 257 | bool isLoaded(const UUID& uuid, bool checkInProgress = true); |
| 258 | |
| 259 | /** |
| 260 | * Returns the loading progress of a resource that's being asynchronously loaded. |
| 261 | * |
| 262 | * @param[in] resource Resource whose load progress to check. |
| 263 | * @param[in] includeDependencies If false the progress will reflect the load progress only for this |
| 264 | * inidividual resource. If true the progress will reflect load progress |
| 265 | * of this resource and all of its dependencies. |
| 266 | * @return Load progress in range [0, 1]. |
| 267 | */ |
| 268 | BS_SCRIPT_EXPORT() |
| 269 | float getLoadProgress(const HResource& resource, bool includeDependencies = true); |
| 270 | |
| 271 | /** |
| 272 | *Allows you to set a resource manifest containing UUID <-> file path mapping that is used when resolving |
| 273 | * resource references. |
| 274 | * |
| 275 | * @note |
| 276 | * If you want objects that reference resources (using ResourceHandles) to be able to find that resource even after |
| 277 | * application restart, then you must save the resource manifest before closing the application and restore it |
| 278 | * upon startup. Otherwise resources will be assigned brand new UUIDs and references will be broken. |
| 279 | */ |
| 280 | BS_SCRIPT_EXPORT() |
| 281 | void registerResourceManifest(const SPtr<ResourceManifest>& manifest); |
| 282 | |
| 283 | /** Unregisters a resource manifest previously registered with registerResourceManifest(). */ |
| 284 | BS_SCRIPT_EXPORT() |
| 285 | void unregisterResourceManifest(const SPtr<ResourceManifest>& manifest); |
| 286 | |
| 287 | /** |
| 288 | * Allows you to retrieve resource manifest containing UUID <-> file path mapping that is used when resolving |
| 289 | * resource references. |
| 290 | * |
| 291 | * @note |
| 292 | * Resources module internally holds a "Default" manifest that it automatically updated whenever a resource is saved. |
| 293 | * |
| 294 | * @see registerResourceManifest |
| 295 | */ |
| 296 | BS_SCRIPT_EXPORT() |
| 297 | SPtr<ResourceManifest> getResourceManifest(const String& name) const; |
| 298 | |
| 299 | /** Attempts to retrieve file path from the provided UUID. Returns true if successful, false otherwise. */ |
| 300 | BS_SCRIPT_EXPORT() |
| 301 | bool getFilePathFromUUID(const UUID& uuid, Path& filePath) const; |
| 302 | |
| 303 | /** Attempts to retrieve UUID from the provided file path. Returns true if successful, false otherwise. */ |
| 304 | BS_SCRIPT_EXPORT() |
| 305 | bool getUUIDFromFilePath(const Path& path, UUID& uuid) const; |
| 306 | |
| 307 | /** |
| 308 | * Called when the resource has been successfully loaded. |
| 309 | * |
| 310 | * @note |
| 311 | * It is undefined from which thread this will get called from. Most definitely not the sim thread if resource was |
| 312 | * being loaded asynchronously. |
| 313 | */ |
| 314 | BS_SCRIPT_EXPORT() |
| 315 | Event<void(BS_NORREF const HResource&)> onResourceLoaded; |
| 316 | |
| 317 | /** |
| 318 | * Called when the resource has been destroyed. Provides UUID of the destroyed resource. |
| 319 | * |
| 320 | * @note It is undefined from which thread this will get called from. |
| 321 | */ |
| 322 | BS_SCRIPT_EXPORT() |
| 323 | Event<void(const UUID&)> onResourceDestroyed; |
| 324 | |
| 325 | /** |
| 326 | * Called when the internal resource the handle is pointing to has changed. |
| 327 | * |
| 328 | * @note It is undefined from which thread this will get called from. |
| 329 | */ |
| 330 | BS_SCRIPT_EXPORT() |
| 331 | Event<void(BS_NORREF const HResource&)> onResourceModified; |
| 332 | |
| 333 | public: // ***** INTERNAL ****** |
| 334 | /** @name Internal |
| 335 | * @{ |
| 336 | */ |
| 337 | |
| 338 | /** |
| 339 | * Creates a new resource handle from a resource pointer. |
| 340 | * |
| 341 | * @note Internal method used primarily be resource factory methods. |
| 342 | */ |
| 343 | HResource _createResourceHandle(const SPtr<Resource>& obj); |
| 344 | |
| 345 | /** |
| 346 | * Creates a new resource handle from a resource pointer, with a user defined UUID. |
| 347 | * |
| 348 | * @note Internal method used primarily be resource factory methods. |
| 349 | */ |
| 350 | HResource _createResourceHandle(const SPtr<Resource>& obj, const UUID& UUID); |
| 351 | |
| 352 | /** Returns an existing handle for the specified UUID if one exists, or creates a new one. */ |
| 353 | HResource _getResourceHandle(const UUID& uuid); |
| 354 | |
| 355 | /** |
| 356 | * Same as save() except it saves the resource without registering it in the default manifest, requiring a handle, |
| 357 | * or checking for overwrite. |
| 358 | */ |
| 359 | void _save(const SPtr<Resource>& resource, const Path& filePath, bool compress); |
| 360 | |
| 361 | /** @} */ |
| 362 | private: |
| 363 | friend class ResourceHandleBase; |
| 364 | |
| 365 | /** |
| 366 | * Starts resource loading or returns an already loaded resource. Both UUID and filePath must match the same |
| 367 | * resource, although you may provide an empty path in which case the resource will be retrieved from memory if its |
| 368 | * currently loaded. |
| 369 | */ |
| 370 | LoadInfo loadInternal(const UUID& UUID, const Path& filePath, bool synchronous, ResourceLoadFlags loadFlags); |
| 371 | |
| 372 | /** Performs actually reading and deserializing of the resource file. Called from various worker threads. */ |
| 373 | SPtr<Resource> loadFromDiskAndDeserialize(const Path& filePath, bool loadWithSaveData, std::atomic<float>& progress); |
| 374 | |
| 375 | /** Triggered when individual resource has finished loading. */ |
| 376 | void loadComplete(HResource& resource, bool notifyProgress); |
| 377 | |
| 378 | /** Callback triggered when the task manager is ready to process the loading task. */ |
| 379 | void loadCallback(const Path& filePath, HResource& resource, bool loadWithSaveData); |
| 380 | |
| 381 | /** Destroys a resource, freeing its memory. */ |
| 382 | void destroy(ResourceHandleBase& resource); |
| 383 | |
| 384 | private: |
| 385 | Vector<SPtr<ResourceManifest>> mResourceManifests; |
| 386 | SPtr<ResourceManifest> mDefaultResourceManifest; |
| 387 | |
| 388 | Mutex mInProgressResourcesMutex; |
| 389 | Mutex mLoadedResourceMutex; |
| 390 | Mutex mDefaultManifestMutex; |
| 391 | RecursiveMutex mDestroyMutex; |
| 392 | |
| 393 | UnorderedMap<UUID, WeakResourceHandle<Resource>> mHandles; |
| 394 | UnorderedMap<UUID, LoadedResourceData> mLoadedResources; |
| 395 | UnorderedMap<UUID, ResourceLoadData*> mInProgressResources; // Resources that are being asynchronously loaded |
| 396 | UnorderedMap<UUID, Vector<ResourceLoadData*>> mDependantLoads; // Allows dependency to be notified when a dependant is loaded |
| 397 | }; |
| 398 | |
| 399 | /** Provides easier access to Resources manager. */ |
| 400 | BS_CORE_EXPORT Resources& gResources(); |
| 401 | |
| 402 | /** @} */ |
| 403 | } |