250 lines
9.3 KiB
C++
250 lines
9.3 KiB
C++
#ifndef ResourceManager_h__
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#define ResourceManager_h__
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#include <functional>
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#include <set>
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#include <fstream>
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#include "../Common.h"
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#include "Util/UnorderedMapPair.h"
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#include "Util/FileWatcher.h"
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/** Base Resource class.
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Implement this class for every resource to be handled by the resource manager.
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If it should be possible to load the resource asyncronously (on a separate thread in the background),
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using LoadAsync() then any necessary OpenGL calls (Eg. glGenBuffers(), glBindBuffer(), etc.) must be
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made in GlCommands() method, and not inside the constructor (see Texture.cpp for an example).
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*/
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class Resource
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{
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friend class ResourceManager;
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private:
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bool m_FullyConstructed;
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protected:
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Resource() : m_FullyConstructed(false) { }
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//This method only needs to be overridden if:
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// 1: a) It should be possible to load the resource with LoadAsync(), or
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// b) This resource will be loaded inside the constructor of another resource that can be loaded with LoadAsync().
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// c) Same as above but recursively.
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// 2: a) The resource needs to make OpenGL calls, or
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// b) The resource contains a resource that makes OGL calls, or
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// c) The resource contains a resource that contains ... ... a resource that makes OGL calls, or
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//
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//If 2.a: any calls should be made in the GlCommands.
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//If 2.b or 2.c: PostCtorGLCommands() should be called on the contained resource(s).
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//If GlCommands needs to be overridden and GlCommands is also overridden by a baseclass then the baseclass
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//implementation should be called in from the derived class implementation (see Model.cpp for an example).
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virtual void GlCommands() { }
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public:
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// Pretend that this is a pure virtual function that you have to implement
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// FIXME: Why did we do this again instead of just using the constructor?
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// static Resource* Create(std::string resourceName);
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virtual void Reload() { }
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virtual void OnChildReloaded(Resource* child) { }
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//If this resource implements GlCommands and it is loaded in another resource,
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//then the containing resource must also implement GlCommands and
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//call this method in it (see RawModel.cpp for an example).
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void PostCtorGLCommands()
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{
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if (!m_FullyConstructed) {
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GlCommands();
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}
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m_FullyConstructed = true;
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}
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unsigned int TypeID;
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unsigned int ResourceID;
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};
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/** Singleton resource manager to keep track of and cache any external engine assets */
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class ResourceManager
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{
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private:
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ResourceManager();
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public:
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/*static ResourceManager& Instance()
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{
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static ResourceManager s;
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return s;
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}*/
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template <typename T>
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static void RegisterType(std::string typeName);
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/** Checks if a resource is in cache
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@param resourceType Resource type as string.
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@param resourceName Fully qualified name of the resource to preload.
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*/
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// TODO: Templateify
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static bool IsResourceLoaded(std::string resourceType, std::string resourceName);
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/** If the resource is not in cache, starts loading the resource and returns nullptr immediately.
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If the resource has been loaded already, return a pointer to it.
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@tparam T Resource type.
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@param resourceName Fully qualified name of the resource to load.
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*/
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template <typename T>
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static T* LoadAsync(std::string resourceName, Resource* parent = nullptr);
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/** Hot-loads a resource and caches it for future use.
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Fairly safe to assume that return value is a valid pointer, will only return nullptr on error.
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@tparam T Resource type.
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@param resourceName Fully qualified name of the resource to load.
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*/
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template <typename T>
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static T* Load(std::string resourceName, Resource* parent = nullptr);
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/** Reloads an already loaded resource, keeping its resource ID intact.
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@tparam T Resource type.
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@param resourceName Fully qualified name of the resource to reload.
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*/
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static void Reload(std::string resourceName);
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static void Release(std::string resourceType, std::string resourceName);
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static void Update();
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private:
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//This is a haxy way to make sure that IsMainThread is run when the program starts, so the master thread id is set.
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struct MasterThreadChecker
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{
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MasterThreadChecker()
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{
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ResourceManager::IsMainThread();
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}
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};
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static MasterThreadChecker m_Checker;
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static std::unordered_map<std::string, std::string> m_CompilerTypenameToResourceType;
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static std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
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static std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
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static std::unordered_map<std::string, Resource*> m_ResourceFromName; // name -> resource
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static std::unordered_map<Resource*, Resource*> m_ResourceParents; // resource -> parent resource
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static std::unordered_map<std::pair<std::string, std::string>, boost::thread> m_LoadingThreads; // (type, name) -> loading thread
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static boost::recursive_mutex m_Mutex;
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// TODO: Getters for IDs
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static unsigned int m_CurrentResourceTypeID;
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static std::unordered_map<std::string, unsigned int> m_ResourceTypeIDs;
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// Number of resources of a type. Doubles as local ID.
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static std::unordered_map<unsigned int, unsigned int> m_ResourceCount;
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static FileWatcher m_FileWatcher;
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static void fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags);
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static unsigned int GetTypeID(std::string resourceType);
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static unsigned int GetNewResourceID(unsigned int typeID);
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// Internal: Create a resource and cache it
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static Resource* createResource(std::string resourceType, std::string resourceName, Resource* parent);
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static bool IsMainThread();
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template <bool Async>
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static Resource* Load(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
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};
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template <typename T>
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T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr */)
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{
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auto resourceTypename = typeid(T).name();
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auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
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if (it == m_CompilerTypenameToResourceType.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
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return nullptr;
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}
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return static_cast<T*>(Load<false>(it->second, resourceName, parent));
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}
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template <typename T>
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void ResourceManager::RegisterType(std::string typeName)
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{
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m_CompilerTypenameToResourceType[typeid(T).name()] = typeName;
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m_FactoryFunctions[typeName] = [](std::string resourceName) { return new T(resourceName); };
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}
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template <typename T>
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T* ResourceManager::LoadAsync(std::string resourceName, Resource* parent /* = nullptr */)
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{
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auto resourceTypename = typeid(T).name();
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auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
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if (it == m_CompilerTypenameToResourceType.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
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return nullptr;
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}
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return static_cast<T*>(Load<true>(it->second, resourceName, parent));
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}
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template <bool Async>
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static Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /* = nullptr */)
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{
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auto cacheKey = std::make_pair(resourceType, resourceName);
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decltype(m_ResourceCache)::iterator it;
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//If a thread has already been launched to load this resource.
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auto tIt = m_LoadingThreads.find(cacheKey);
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if (tIt != m_LoadingThreads.end()) {
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if (Async) {
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//Return null if the thread is still working.
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if (!tIt->second.try_join_for(boost::chrono::nanoseconds(1))) {
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return nullptr;
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}
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//Else we know the thread has completed.
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} else {
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//Wait for the thread to finish loading.
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tIt->second.join();
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}
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//When the thread is done, delete the thread.
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m_LoadingThreads.erase(tIt);
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//Find the resource that the thread loaded.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//At this point the resource may not be completely
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//done since the worker threads cannot do opengl commands.
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if (IsMainThread()) {
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//Do the gl commands to complete the resource if we are not a worker thread.
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it->second->PostCtorGLCommands();
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}
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return it->second;
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} else {
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//If resource is still null at cacheKey after thread finishes, it failed.
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return nullptr;
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}
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}
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//If resource has already been loaded and cached.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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return it->second;
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}
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//If resource is not cached..
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if (Async) {
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//Create a thread that loads the resource into cache.
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m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent);
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return nullptr;
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} else {
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//load and return the resource.
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Resource* res = createResource(resourceType, resourceName, parent);
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if (IsMainThread() && res != nullptr) {
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//Do the gl commands to complete the resource if we are not a worker thread.
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res->PostCtorGLCommands();
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}
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return res;
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}
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}
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#endif
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