#ifndef Magnum_ResourceManager_h #define Magnum_ResourceManager_h /* Copyright © 2010, 2011, 2012 Vladimír Vondruš This file is part of Magnum. Magnum is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3 only, as published by the Free Software Foundation. Magnum is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License version 3 for more details. */ /** @file /ResourceManager.h * @brief Class Magnum::ResourceManager, enum Magnum::ResourceDataState, Magnum::ResourcePolicy */ #include #include "Resource.h" namespace Magnum { /** @relates ResourceManager * @brief %Resource data state * * @see ResourceManager::set(), ResourceState */ enum class ResourceDataState: std::uint8_t { /** * The resource is currently loading. Parameter @p data in ResourceManager::set() * should be set to `null`. */ Loading = int(ResourceState::Loading), /** * The resource was not found. Parameter @p data in ResourceManager::set() * should be set to `null`. */ NotFound = int(ResourceState::NotFound), /** * The resource can be changed by the manager in the future. This is * slower, as Resource needs to ask the manager for new version every time * the data are accessed, but allows changing the data for e.g. debugging * purposes. */ Mutable = std::uint8_t(ResourceState::Mutable), /** * The resource cannot be changed by the manager in the future. This is * faster, as Resource instances will ask for the data only one time, thus * suitable for production code. */ Final = std::uint8_t(ResourceState::Final) }; /** @relates ResourceManager @brief %Resource policy @see ResourceManager::set(), ResourceManager::free() */ enum class ResourcePolicy: std::uint8_t { /** The resource will stay resident for whole lifetime of resource manager. */ Resident, /** * The resource will be unloaded when manually calling * ResourceManager::free() if nothing references it. */ Manual, /** The resource will be unloaded when last reference to it is gone. */ ReferenceCounted }; template class AbstractResourceLoader; #ifndef DOXYGEN_GENERATING_OUTPUT namespace Implementation { struct ResourceKeyHash { inline std::size_t operator()(ResourceKey key) const { return *reinterpret_cast(key.byteArray()); } }; template class ResourceManagerData { template friend class Magnum::Resource; friend class AbstractResourceLoader; ResourceManagerData(const ResourceManagerData&) = delete; ResourceManagerData(ResourceManagerData&&) = delete; ResourceManagerData& operator=(const ResourceManagerData&) = delete; ResourceManagerData& operator=(ResourceManagerData&&) = delete; public: inline virtual ~ResourceManagerData() { delete _fallback; if(_loader) { _loader->manager = nullptr; delete _loader; } } inline std::size_t lastChange() const { return _lastChange; } inline std::size_t count() const { return _data.size(); } std::size_t referenceCount(ResourceKey key) const { auto it = _data.find(key); if(it == _data.end()) return 0; return it->second.referenceCount; } ResourceState state(ResourceKey key) const { auto it = _data.find(key); /* Resource not loaded */ if(it == _data.end() || !it->second.data) { /* Fallback found, add *Fallback to state */ if(_fallback) { if(it != _data.end() && it->second.state == ResourceDataState::Loading) return ResourceState::LoadingFallback; else if(it != _data.end() && it->second.state == ResourceDataState::NotFound) return ResourceState::NotFoundFallback; else return ResourceState::NotLoadedFallback; } /* Fallback not found, loading didn't start yet */ if(it == _data.end() || (it->second.state != ResourceDataState::Loading && it->second.state != ResourceDataState::NotFound)) return ResourceState::NotLoaded; } /* Loading / NotFound without fallback, Mutable / Final */ return static_cast(it->second.state); } template inline Resource get(ResourceKey key) { /* Ask loader for the data, if they aren't there yet */ if(_loader && _data.find(key) == _data.end()) _loader->load(key); return Resource(this, key); } void set(ResourceKey key, T* data, ResourceDataState state, ResourcePolicy policy) { auto it = _data.find(key); /* NotFound / Loading state shouldn't have any data */ CORRADE_ASSERT((data == nullptr) == (state == ResourceDataState::NotFound || state == ResourceDataState::Loading), "ResourceManager::set(): data should be null if and only if state is NotFound or Loading", ); /* Cannot change resource with already final state */ CORRADE_ASSERT(it == _data.end() || it->second.state != ResourceDataState::Final, "ResourceManager::set(): cannot change already final resource" << key, ); /* If nothing is referencing reference-counted resource, we're done */ if(policy == ResourcePolicy::ReferenceCounted && (it == _data.end() || it->second.referenceCount == 0)) { Corrade::Utility::Warning() << "ResourceManager: Reference-counted resource with key" << key << "isn't referenced from anywhere, deleting it immediately"; delete data; /* Delete also already present resource (it could be here because previous policy could be other than ReferenceCounted) */ if(it != _data.end()) _data.erase(it); return; /* Insert it, if not already here */ } else if(it == _data.end()) it = _data.insert(std::make_pair(key, Data())).first; /* Replace previous data */ delete it->second.data; it->second.data = data; it->second.state = state; it->second.policy = policy; ++_lastChange; } inline T* fallback() { return _fallback; } inline const T* fallback() const { return _fallback; } inline void setFallback(T* data) { delete _fallback; _fallback = data; } void free() { /* Delete all non-referenced non-resident resources */ for(auto it = _data.begin(); it != _data.end(); ) { if(it->second.policy != ResourcePolicy::Resident && !it->second.referenceCount) it = _data.erase(it); else ++it; } } inline AbstractResourceLoader* loader() { return _loader; } inline const AbstractResourceLoader* loader() const { return _loader; } inline void setLoader(AbstractResourceLoader* loader) { /* Delete previous loader */ delete _loader; /* Add new loader */ _loader = loader; if(_loader) _loader->manager = this; } protected: inline ResourceManagerData(): _fallback(nullptr), _loader(nullptr), _lastChange(0) {} private: struct Data { Data(const Data&) = delete; Data& operator=(const Data&) = delete; Data& operator=(Data&&) = delete; inline Data(): data(nullptr), state(ResourceDataState::Mutable), policy(ResourcePolicy::Manual), referenceCount(0) {} inline Data(Data&& other): data(other.data), state(other.state), policy(other.policy), referenceCount(other.referenceCount) { other.data = nullptr; other.referenceCount = 0; } inline ~Data() { CORRADE_ASSERT(referenceCount == 0, "ResourceManager: cannot destruct it while data are still referenced", ); delete data; } T* data; ResourceDataState state; ResourcePolicy policy; std::size_t referenceCount; }; inline const Data& data(ResourceKey key) { return _data[key]; } inline void incrementReferenceCount(ResourceKey key) { ++_data[key].referenceCount; } inline void decrementReferenceCount(ResourceKey key) { auto it = _data.find(key); /* Free the resource if it is reference counted */ if(--it->second.referenceCount == 0 && it->second.policy == ResourcePolicy::ReferenceCounted) _data.erase(it); } std::unordered_map _data; T* _fallback; AbstractResourceLoader* _loader; std::size_t _lastChange; }; } #endif /** @brief %Resource manager Provides storage for arbitrary set of types, accessible globally using instance(). @section ResourceManager-usage Usage Each resource is referenced from Resource class. For optimizing performance, each resource can be set as mutable or final. Mutable resources can be modified by the manager and thus each %Resource instance asks the manager for modifications on each access. On the other hand, final resources cannot be modified by the manager, so %Resource instances don't have to ask the manager every time, which is faster. It's possible to provide fallback for resources which are not available using setFallback(). Accessing data of such resources will access the fallback instead of failing on null pointer dereference. Availability and state of each resource can be queried through function state() on the manager or Resource::state() on each resource. The resources can be managed in three ways - resident resources, which stay in memory for whole lifetime of the manager, manually managed resources, which can be deleted by calling free() if nothing references them anymore, and reference counted resources, which are deleted as soon as the last reference to them is removed. %Resource state and policy is configured when setting the resource data in set() and can be changed each time the data are updated, although already final resources cannot obviously be set as mutable again. Basic usage is: - Typedef'ing manager of desired types, creating its instance. @code typedef ResourceManager MyResourceManager; MyResourceManager manager; @endcode - Filling the manager with resource data and acquiring the resources. Note that a resource can be acquired with get() even before the manager contains the data for it, as long as the resource data are not accessed (or fallback is provided). @code MyResourceManager* manager = MyResourceManager::instance(); Resource texture(manager->get("texture")); Resource shader(manager->get("shader")); Resource cube(manager->get("cube")); // The manager doesn't have data for the cube yet, add them if(!cube) { Mesh* mesh = new Mesh; // ... manager->set(cube.key(), mesh, ResourceDataState::Final, ResourcePolicy::Resident); } @endcode - Using the resource data. @code shader->use(); texture->bind(layer); cube->draw(); @endcode - Destroying resource references and deleting manager instance when nothing references the resources anymore. @see AbstractResourceLoader */ /* Due to too much work involved with explicit template instantiation (all Resource combinations, all ResourceManagerData...), this class doesn't have template implementation file. */ template class ResourceManager: private Implementation::ResourceManagerData... { public: /** @brief Global instance */ inline static ResourceManager* instance() { CORRADE_ASSERT(internalInstance(), "ResourceManager::instance(): no instance exists", nullptr); return internalInstance(); } /** * @brief Constructor * * Sets global instance pointer to itself. * @attention Only one instance of given ResourceManager type can be * created. * @see instance() */ inline ResourceManager() { CORRADE_ASSERT(!internalInstance(), "ResourceManager::ResourceManager(): another instance is already created", ); internalInstance() = this; } /** * @brief Destructor * * Sets global instance pointer to `nullptr`. * @see instance() */ inline ~ResourceManager() { CORRADE_INTERNAL_ASSERT(internalInstance() == this); internalInstance() = nullptr; } /** @brief Count of resources of given type */ template inline std::size_t count() { return this->Implementation::ResourceManagerData::count(); } /** * @brief Get resource reference * * In some cases it's desirable to store various different types under * one base type for memory efficiency reasons. To avoid putting the * responsibility of proper casting on the user, the acquired resource * can be defined to cast the type automatically when accessing the * data. This is commonly used for shaders, e.g.: * @code * Resource shader = manager->get("shader"); * @endcode */ template inline Resource get(ResourceKey key) { return this->Implementation::ResourceManagerData::template get(key); } /** * @brief Reference count of given resource * * @see set() */ template inline std::size_t referenceCount(ResourceKey key) const { return this->Implementation::ResourceManagerData::referenceCount(key); } /** * @brief %Resource state * * @see set(), Resource::state() */ template inline ResourceState state(ResourceKey key) const { return this->Implementation::ResourceManagerData::state(key); } /** * @brief Set resource data * * If @p policy is set to `ResourcePolicy::ReferenceCounted`, there * must be already at least one reference to given resource, otherwise * the data will be deleted immediately and no resource will be * added. To avoid spending unnecessary loading time, add * reference-counted resources only if they are already referenced: * @code * if(manager.referenceCount("myresource")) { * // load data... * manager.set("myresource", data, state, ResourcePolicy::ReferenceCounted); * } * @endcode * @attention If resource state is already `ResourceState::Final`, * subsequent updates are not possible. * @see referenceCount(), state() */ template inline void set(ResourceKey key, T* data, ResourceDataState state, ResourcePolicy policy) { this->Implementation::ResourceManagerData::set(key, data, state, policy); } /** * @brief Set resource data * * Same as above function with state set to @ref ResourceDataState "ResourceDataState::Final" * and policy to @ref ResourcePolicy "ResourcePolicy::Resident". */ template inline void set(ResourceKey key, T* data) { this->Implementation::ResourceManagerData::set(key, data, ResourceDataState::Final, ResourcePolicy::Resident); } /** @brief Fallback for not found resources */ template inline T* fallback() { return this->Implementation::ResourceManagerData::fallback(); } /** @overload */ template inline const T* fallback() const { return this->Implementation::ResourceManagerData::fallback(); } /** @brief Set fallback for not found resources */ template inline void setFallback(T* data) { return this->Implementation::ResourceManagerData::setFallback(data); } /** @brief Free all resources of given type which are not referenced */ template inline void free() { return this->Implementation::ResourceManagerData::free(); } /** @brief Free all resources which are not referenced */ inline void free() { freeInternal(std::common_type()...); } /** @brief Loader for given type of resources */ template inline AbstractResourceLoader* loader() { return this->Implementation::ResourceManagerData::loader(); } /** @overload */ template inline const AbstractResourceLoader* loader() const { return this->Implementation::ResourceManagerData::loader(); } /** * @brief Set loader for given type of resources * * See AbstractResourceLoader documentation for more information. */ template inline void setLoader(AbstractResourceLoader* loader) { return this->Implementation::ResourceManagerData::setLoader(loader); } private: template inline void freeInternal(std::common_type, std::common_type... t) { free(); freeInternal(t...); } inline void freeInternal() const {} static ResourceManager*& internalInstance(); }; #ifndef MAGNUM_RESOURCEMANAGER_DONT_DEFINE_INTERNALINSTANCE template ResourceManager*& ResourceManager::internalInstance() { static ResourceManager* _instance(nullptr); return _instance; } #endif } /* Make the definition complete */ #include "AbstractResourceLoader.h" #endif