Stable Resource Management with 4 unidentified Memory Leaks

This commit is contained in:
lanariel 2013-11-29 10:25:27 +01:00
commit ca20a5af9e
43 changed files with 1020 additions and 387 deletions

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Bin/DLL/LightPass.cso Normal file

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@ -152,7 +152,7 @@ OResource* OResource::ByteLoader(const wchar_t filename[], ResourceType type, OR
if(!old) if(!old)
{ {
resource = new OResource((OHRESOURCE)data, type, (sizeof(char) * sOut.size()), sizeof(char), filename); resource = new OResource((OHRESOURCE&)data, type, (sizeof(char) * sOut.size()), sizeof(char), filename);
} }
else else
{ {

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@ -12,34 +12,49 @@ using namespace Oyster::Resource;
OResource* OResource::CustomLoader(const wchar_t filename[], CustomLoadFunction fnc) OResource* OResource::CustomLoader(const wchar_t filename[], CustomLoadFunction fnc)
{ {
CustomData &data = fnc(filename); CustomData data;
memset(&data, 0, sizeof(CustomData));
if(!data.loadedData) return 0; fnc(filename, data);
if(!data.resourceUnloadFnc) return 0;
OHRESOURCE n = (OHRESOURCE)data.loadedData; OHRESOURCE n = (OHRESOURCE)data.loadedData;
OResource *resource = new OResource(n, ResourceType_UNKNOWN, 0, 0, filename); if(!data.loadedData)
{
return 0;
}
if(!data.resourceUnloadFnc)
{
return 0;
}
/** For some wierd reason that i don't understand when trying to send data.loadedData directly as a
* parameter to OResource constructor, the value is changed when it arrives in the constructor.
* Doing it like this, storing in a temporary variable, the value stays correct. (What the fuck! I must be overloking something...)*/
//OHRESOURCE temp = data.loadedData;
OResource *resource = new OResource(data.loadedData, ResourceType_UNKNOWN, 0, 0, filename);
resource->customData = new CustomResourceData(); resource->customData = new CustomResourceData();
resource->customData->unloadingFunction = data.resourceUnloadFnc; resource->customData->unloadingFunction = data.resourceUnloadFnc;
//resource->resourceData = (OHRESOURCE)data.loadedData;
resource->customData->loadingFunction = fnc; resource->customData->loadingFunction = fnc;
return resource; return resource;
} }
void OResource::CustomUnloader() void OResource::CustomUnloader()
{ {
this->customData->unloadingFunction((void*)this->resourceData); this->customData->unloadingFunction(this->resourceData);
} }
OResource* OResource::CustomReloader() OResource* OResource::CustomReloader()
{ {
CustomUnloader(); CustomUnloader();
const CustomData &data = this->customData->loadingFunction(this->resourceFilename.c_str()); CustomData data;
memset(&data, 0, sizeof(CustomData));
this->customData->loadingFunction(this->resourceFilename.c_str(), data);
this->resourceData = (OHRESOURCE)data.loadedData; this->resourceData = (OHRESOURCE)data.loadedData;
if(data.resourceUnloadFnc) if(data.resourceUnloadFnc)
{
this->customData->unloadingFunction = data.resourceUnloadFnc; this->customData->unloadingFunction = data.resourceUnloadFnc;
}
return this; return this;
} }

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@ -0,0 +1,73 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\OResource.h"
#include "..\..\Utilities.h"
#include <fstream>
using namespace Oyster::Resource;
OResource* OResource::CustomLoader(const wchar_t filename[], CustomLoadFunction fnc)
{
<<<<<<< HEAD
CustomData &data = fnc(filename);
if(!data.loadedData) return 0;
if(!data.resourceUnloadFnc) return 0;
OHRESOURCE n = (OHRESOURCE)data.loadedData;
OResource *resource = new OResource(n, ResourceType_UNKNOWN, 0, 0, filename);
resource->customData = new CustomResourceData();
resource->customData->unloadingFunction = data.resourceUnloadFnc;
//resource->resourceData = (OHRESOURCE)data.loadedData;
=======
CustomData data;
memset(&data, 0, sizeof(CustomData));
fnc(filename, data);
if(!data.loadedData)
{
return 0;
}
if(!data.resourceUnloadFnc)
{
return 0;
}
/** For some wierd reason that i don't understand when trying to send data.loadedData directly as a
* parameter to OResource constructor, the value is changed when it arrives in the constructor.
* Doing it like this, storing in a temporary variable, the value stays correct. (What the fuck! I must be overloking something...)*/
//OHRESOURCE temp = data.loadedData;
OResource *resource = new OResource(data.loadedData, ResourceType_UNKNOWN, 0, 0, filename);
resource->customData = new CustomResourceData();
resource->customData->unloadingFunction = data.resourceUnloadFnc;
>>>>>>> d08644e8e1ecc56f4d9dfa6a9aa33df94d9e655a
resource->customData->loadingFunction = fnc;
return resource;
}
void OResource::CustomUnloader()
{
this->customData->unloadingFunction(this->resourceData);
}
OResource* OResource::CustomReloader()
{
CustomUnloader();
CustomData data;
memset(&data, 0, sizeof(CustomData));
this->customData->loadingFunction(this->resourceFilename.c_str(), data);
this->resourceData = (OHRESOURCE)data.loadedData;
if(data.resourceUnloadFnc)
{
this->customData->unloadingFunction = data.resourceUnloadFnc;
}
return this;
}

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@ -7,17 +7,19 @@
using namespace Oyster::Resource; using namespace Oyster::Resource;
OResource::OResource(OHRESOURCE handle, ResourceType type, size_t resourceSize, size_t elementSize, ::std::wstring filename) OResource::OResource(OHRESOURCE handle, ResourceType type, size_t resourceSize, size_t elementSize, ::std::wstring filename)
: resourceData (handle) : resourceFilename (filename)
, resourceFilename (filename)
, resourceSize (resourceSize) , resourceSize (resourceSize)
, resourceElementSize (elementSize) , resourceElementSize (elementSize)
, resourceType (type) , resourceType (type)
, customData (0) , customData (0)
{ {
resourceData = handle;
} }
OResource::~OResource() OResource::~OResource()
{} {
delete this->customData;
this->customData = 0;
}
OResource* OResource::Load (const wchar_t filename[], ResourceType type) OResource* OResource::Load (const wchar_t filename[], ResourceType type)

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@ -27,19 +27,33 @@ namespace Oyster
virtual~ OResource(); virtual~ OResource();
inline ResourceType GetResourceType() const inline ResourceType GetResourceType() const
{ return this->resourceType; } {
return this->resourceType;
}
inline const wchar_t* GetResourceFilename() const inline const wchar_t* GetResourceFilename() const
{ return this->resourceFilename.c_str(); } {
return this->resourceFilename.c_str();
}
inline OHRESOURCE GetResourceHandle() const inline OHRESOURCE GetResourceHandle() const
{ return this->resourceData; } {
return this->resourceData;
}
inline unsigned long long GetResourceSize() const inline unsigned long long GetResourceSize() const
{ return this->resourceSize; } {
return this->resourceSize;
}
inline unsigned long long GetResourceElementSize() const inline unsigned long long GetResourceElementSize() const
{ return this->resourceElementSize; } {
return this->resourceElementSize;
}
inline unsigned int GetResourceID() const inline unsigned int GetResourceID() const
{ return this->resourceID; } {
inline void SetResourceID(unsigned int id) return this->resourceID;
{ this->resourceID = id; } }
inline void SetResourceID(int id)
{
this->resourceID = id;
}
public: public:
static OResource* Load (const wchar_t filename[], ResourceType type); static OResource* Load (const wchar_t filename[], ResourceType type);
@ -63,7 +77,7 @@ namespace Oyster
size_t resourceSize; size_t resourceSize;
size_t resourceElementSize; size_t resourceElementSize;
::std::wstring resourceFilename; ::std::wstring resourceFilename;
unsigned int resourceID; int resourceID;
CustomResourceData *customData; CustomResourceData *customData;
}; };

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@ -23,58 +23,83 @@ public:
} resourcePrivate; } resourcePrivate;
OHRESOURCE OysterResource::LoadResource(const wchar_t* filename, ResourceType type) OHRESOURCE OysterResource::LoadResource(const wchar_t* filename, ResourceType type, int customID, bool force)
{ {
if(!filename) return 0; if(!filename) return 0;
OResource *resourceData = resourcePrivate.FindResource(filename); OResource *resourceData = resourcePrivate.FindResource(filename);
if(resourceData) if(resourceData)
{ {
//Add new reference if(force)
resourcePrivate.SaveResource(resourceData, false); {
return resourceData->GetResourceHandle(); return OysterResource::ReloadResource(filename);
}
else
{
//Add new reference
resourcePrivate.SaveResource(resourceData, false);
return resourceData->GetResourceHandle();
}
}
else
{
resourceData = OResource::Load(filename, type);
if(resourceData)
{
resourceData->SetResourceID(customID);
resourcePrivate.SaveResource(resourceData);
}
} }
resourceData = OResource::Load(filename, type);
if(!resourceData) return 0;
resourcePrivate.SaveResource(resourceData);
return resourceData->GetResourceHandle(); return resourceData->GetResourceHandle();
} }
OHRESOURCE OysterResource::LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc, unsigned int CustomId) OHRESOURCE OysterResource::LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc, int customId, bool force)
{ {
if(!filename) return 0; if(!filename)
if(!loadFnc) return 0; {
return 0;
}
if(!loadFnc)
{
return 0;
}
OResource *resourceData = resourcePrivate.FindResource(filename); OResource *resourceData = resourcePrivate.FindResource(filename);
if(resourceData) if(resourceData)
{ {
//Add new reference if(force)
resourcePrivate.SaveResource(resourceData, false); {
return resourceData->GetResourceHandle(); return OysterResource::ReloadResource(filename);
}
else
{
//Add new reference
resourcePrivate.SaveResource(resourceData, false);
return resourceData->GetResourceHandle();
}
}
else
{
resourceData = OResource::Load(filename, loadFnc);
if(resourceData)
{
resourceData->SetResourceID(customId);
resourcePrivate.SaveResource(resourceData);
}
} }
resourceData = OResource::Load(filename, loadFnc);
if(!resourceData) return 0;
resourceData->SetResourceID(CustomId);
resourcePrivate.SaveResource(resourceData);
return (OHRESOURCE)resourceData->GetResourceHandle(); return (OHRESOURCE)resourceData->GetResourceHandle();
} }
OHRESOURCE ReloadResource(const wchar_t filename[]) OHRESOURCE OysterResource::ReloadResource(const wchar_t filename[])
{ {
OResource *resourceData = resourcePrivate.FindResource(filename); OResource *resourceData = resourcePrivate.FindResource(filename);
if(!resourceData) return 0; //The resource has not been loaded if(!resourceData) return 0; //The resource has not been loaded
return OResource::Reload(resourceData)->GetResourceHandle(); return OResource::Reload(resourceData)->GetResourceHandle();
} }
OHRESOURCE ReloadResource(OHRESOURCE resource) OHRESOURCE OysterResource::ReloadResource(OHRESOURCE resource)
{ {
OResource *resourceData = resourcePrivate.FindResource(resource); OResource *resourceData = resourcePrivate.FindResource(resource);
if(!resourceData) return 0; //The resource has not been loaded if(!resourceData) return 0; //The resource has not been loaded
@ -89,12 +114,13 @@ void OysterResource::Clean()
for (i; i != last; i++) for (i; i != last; i++)
{ {
if(OResource::Release(i->second)) //Remove all the references
{ while (!OResource::Release(i->second));
const wchar_t* temp = i->second->GetResourceFilename();
delete resourcePrivate.resources[temp]; const wchar_t* temp = i->second->GetResourceFilename();
resourcePrivate.resources.erase(temp); delete resourcePrivate.resources[temp];
} resourcePrivate.resources.erase(temp);
} }
} }
void OysterResource::ReleaseResource(const OHRESOURCE& resourceData) void OysterResource::ReleaseResource(const OHRESOURCE& resourceData)
@ -110,6 +136,19 @@ void OysterResource::ReleaseResource(const OHRESOURCE& resourceData)
} }
} }
} }
void OysterResource::ReleaseResource(const wchar_t filename[])
{
OResource* t = resourcePrivate.FindResource(filename);
if(t)
{
if(OResource::Release(t))
{
const wchar_t* temp = t->GetResourceFilename();
delete resourcePrivate.resources[temp];
resourcePrivate.resources.erase(temp);
}
}
}
void OysterResource::SetResourceId (const OHRESOURCE& resourceData, unsigned int id) void OysterResource::SetResourceId (const OHRESOURCE& resourceData, unsigned int id)
{ {
@ -117,13 +156,27 @@ void OysterResource::SetResourceId (const OHRESOURCE& resourceData, unsigned int
if(t) t->SetResourceID(id); if(t) t->SetResourceID(id);
} }
void OysterResource::SetResourceId(const wchar_t c[], unsigned int id)
{
OResource* t = resourcePrivate.FindResource(c);
if(t) t->SetResourceID(id);
}
ResourceType OysterResource::GetResourceType (const OHRESOURCE& resourceData) ResourceType OysterResource::GetResourceType (const OHRESOURCE& resourceData)
{ {
OResource* t = resourcePrivate.FindResource(resourceData); OResource* t = resourcePrivate.FindResource(resourceData);
if(t) return t->GetResourceType(); if(t) return t->GetResourceType();
return ResourceType_UNKNOWN; return ResourceType_INVALID;
}
ResourceType OysterResource::GetResourceType (const wchar_t c[])
{
OResource* t = resourcePrivate.FindResource(c);
if(t) return t->GetResourceType();
return ResourceType_INVALID;
} }
const wchar_t* OysterResource::GetResourceFilename (const OHRESOURCE& resourceData) const wchar_t* OysterResource::GetResourceFilename (const OHRESOURCE& resourceData)
{ {
@ -133,7 +186,15 @@ const wchar_t* OysterResource::GetResourceFilename (const OHRESOURCE& resourceDa
return 0; return 0;
} }
unsigned int OysterResource::GetResourceId (const OHRESOURCE& resourceData) OHRESOURCE OysterResource::GetResourceHandle(const wchar_t filename[])
{
OResource* t = resourcePrivate.FindResource(filename);
if(t) return t->GetResourceHandle();
return 0;
}
int OysterResource::GetResourceId (const OHRESOURCE& resourceData)
{ {
OResource* t = resourcePrivate.FindResource(resourceData); OResource* t = resourcePrivate.FindResource(resourceData);
@ -141,7 +202,14 @@ unsigned int OysterResource::GetResourceId (const OHRESOURCE& resourceData)
return -1; return -1;
} }
int OysterResource::GetResourceId(const wchar_t c[])
{
OResource* t = resourcePrivate.FindResource(c);
if(t) return t->GetResourceID();
return -1;
}
OResource* ResourcePrivate::FindResource(const OHRESOURCE& h) const OResource* ResourcePrivate::FindResource(const OHRESOURCE& h) const

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@ -12,11 +12,11 @@ namespace Oyster
{ {
struct CustomData; struct CustomData;
/** A Resource handle representing various resources */ /** A Resource handle representing various resources */
typedef unsigned long OHRESOURCE; typedef void* OHRESOURCE;
/** Typedef on a fuction required for custom unloading */ /** Typedef on a fuction required for custom unloading */
typedef void(*CustomUnloadFunction)(void* loadedData); typedef void(*CustomUnloadFunction)(void* loadedData);
/** Typedef on a fuction required for custom loading */ /** Typedef on a fuction required for custom loading */
typedef CustomData&(*CustomLoadFunction)(const wchar_t filename[]); typedef void(*CustomLoadFunction)(const wchar_t filename[], CustomData& outData);
/** An enum class representing all avalible resources that is supported. */ /** An enum class representing all avalible resources that is supported. */
enum ResourceType enum ResourceType
@ -31,15 +31,14 @@ namespace Oyster
ResourceType_COUNT, /**< Not used. */ ResourceType_COUNT, /**< Not used. */
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */ ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
}; };
/** A struct to return when doing a custom resource Load /** A struct to fill when doing a custom resource Load. */
* By loading this way you are handing over the ownership to the resource loaded.
*/
struct CustomData struct CustomData
{ {
void* loadedData; ///<! The loaded resource interpeted as a void*. void* loadedData; //<! The loaded resource interpeted as a void*.
CustomUnloadFunction resourceUnloadFnc; ///<! The function that will be used to free the resource when needed. CustomUnloadFunction resourceUnloadFnc; //<! The function that will be used to free the resource when needed.
}; };
/** A resource handler interface to interact with when loading resources. /** A resource handler interface to interact with when loading resources.
@ -55,16 +54,17 @@ namespace Oyster
* @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens. * @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned. * @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/ */
static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type); static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type, int customId = -1, bool force = false);
/** /**
* Load a resource with a custom loading function * Load a resource with a custom loading function
* @param filename The path to the resource. * @param filename The path to the resource.
* @param force If set to true, the resource will be reloaded even if exists.
* @param loadFnc If set, this gives you the right to do custom resource loading if your recource type is not supported. * @param loadFnc If set, this gives you the right to do custom resource loading if your recource type is not supported.
* @param customId A custom ID that can be used.
* @param force If set to true, the resource will be reloaded even if exists.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned. * @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/ */
static OHRESOURCE LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc = 0, unsigned int CustomId = 0); static OHRESOURCE LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc = 0, int customId = -1, bool force = false);
/** /**
* Reload a resource * Reload a resource
@ -93,29 +93,63 @@ namespace Oyster
*/ */
static void ReleaseResource(const OHRESOURCE& resource); static void ReleaseResource(const OHRESOURCE& resource);
/**
* Release a reference to the resource handle
* @param resource The resource filename to release reference.
* @return Nothing
*/
static void ReleaseResource(const wchar_t filename[]);
/** Set a user defined ID /** Set a user defined ID
* @param resource A handle to accociate the id with. * @param resource A handle to accociate the id with.
* @param id A user defined identifier that the resource handler does not touch. * @param id A user defined identifier that the resource handler does not touch.
*/ */
static void SetResourceId(const OHRESOURCE& resource, unsigned int id); static void SetResourceId(const OHRESOURCE& resource, unsigned int id);
/** Set a user defined ID
* If the resource is not loaded the id will not be set.
* @param resource A filename to accociate the id with.
* @param id A user defined identifier that the resource handler does not touch.
*/
static void SetResourceId(const wchar_t filename[], unsigned int id);
/** Get a resource type given a OHRESOURCE handle /** Get a resource type given a OHRESOURCE handle
* @param resource The handle to check * @param resource The handle to check
* @return Returns the resource type of the handle * @return Returns the resource type of the handle
*/ */
static ResourceType GetResourceType(const OHRESOURCE& resource); static ResourceType GetResourceType(const OHRESOURCE& resource);
/** Get a resource type given a filename
* If the resource is not loaded the id will not be set.
* @param resource The filename to check
* @return Returns the resource type of the handle
*/
static ResourceType GetResourceType (const wchar_t filename[]);
/** Get a resource filename given a OHRESOURCE handle /** Get a resource filename given a OHRESOURCE handle
* @param resource The handle to check * @param resource The handle to check
* @return Returns the accociated filename * @return Returns the accociated filename
*/ */
static const wchar_t* GetResourceFilename(const OHRESOURCE& resource); static const wchar_t* GetResourceFilename(const OHRESOURCE& resource);
/** Get a resource handle given a filename
* If the resource is not loaded function returns 0.
* @param resource The filename to check
* @return Returns the accociated handle
*/
static OHRESOURCE GetResourceHandle(const wchar_t filename[]);
/** Get a user defined ID accociated with a handle /** Get a user defined ID accociated with a handle
* @param resource The handle to check * @param resource The handle to check
* @return Returns the accociated ID * @return Returns the accociated ID
*/ */
static unsigned int GetResourceId(const OHRESOURCE& resource); static int GetResourceId(const OHRESOURCE& resource);
/** Get a user defined ID accociated with a filename
* @param resource The filename to check
* @return Returns the accociated ID
*/
static int GetResourceId(const wchar_t filename[]);
}; };
} }

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@ -0,0 +1,162 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef MISC_OYSTER_RESOURCE_H
#define MISC_OYSTER_RESOURCE_H
namespace Oyster
{
namespace Resource
{
struct CustomData;
/** A Resource handle representing various resources */
typedef void* OHRESOURCE;
/** Typedef on a fuction required for custom unloading */
typedef void(*CustomUnloadFunction)(void* loadedData);
/** Typedef on a fuction required for custom loading */
<<<<<<< HEAD
typedef CustomData&(*CustomLoadFunction)(const wchar_t filename[]);
=======
typedef void(*CustomLoadFunction)(const wchar_t filename[], CustomData& outData);
>>>>>>> d08644e8e1ecc56f4d9dfa6a9aa33df94d9e655a
/** An enum class representing all avalible resources that is supported. */
enum ResourceType
{
//Byte
ResourceType_Byte_Raw, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_ANSI, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UTF8, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
ResourceType_COUNT, /**< Not used. */
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
};
/** A struct to fill when doing a custom resource Load. */
struct CustomData
{
void* loadedData; //<! The loaded resource interpeted as a void*.
CustomUnloadFunction resourceUnloadFnc; //<! The function that will be used to free the resource when needed.
};
/** A resource handler interface to interact with when loading resources.
* The resource handler uses the filename to make resources unuiqe.
*/
class OysterResource
{
public:
/**
* Load a resource given a type.
* @param filename The path to the resource.
* @param type The resource type to load.
* @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type, int customId = -1, bool force = false);
/**
* Load a resource with a custom loading function
* @param filename The path to the resource.
* @param loadFnc If set, this gives you the right to do custom resource loading if your recource type is not supported.
* @param customId A custom ID that can be used.
* @param force If set to true, the resource will be reloaded even if exists.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc = 0, int customId = -1, bool force = false);
/**
* Reload a resource
* @param filename The path to the resource.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE ReloadResource(const wchar_t filename[]);
/**
* Reload a resource
* @param filename The path to the resource.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE ReloadResource(OHRESOURCE resource);
/**
* Releases all resources loaded by the resource handler.
* @return Nothing
*/
static void Clean();
/**
* Release a reference to the resource handle
* @param resource The handle to release.
* @return Nothing
*/
static void ReleaseResource(const OHRESOURCE& resource);
/**
* Release a reference to the resource handle
* @param resource The resource filename to release reference.
* @return Nothing
*/
static void ReleaseResource(const wchar_t filename[]);
/** Set a user defined ID
* @param resource A handle to accociate the id with.
* @param id A user defined identifier that the resource handler does not touch.
*/
static void SetResourceId(const OHRESOURCE& resource, unsigned int id);
/** Set a user defined ID
* If the resource is not loaded the id will not be set.
* @param resource A filename to accociate the id with.
* @param id A user defined identifier that the resource handler does not touch.
*/
static void SetResourceId(const wchar_t filename[], unsigned int id);
/** Get a resource type given a OHRESOURCE handle
* @param resource The handle to check
* @return Returns the resource type of the handle
*/
static ResourceType GetResourceType(const OHRESOURCE& resource);
/** Get a resource type given a filename
* If the resource is not loaded the id will not be set.
* @param resource The filename to check
* @return Returns the resource type of the handle
*/
static ResourceType GetResourceType (const wchar_t filename[]);
/** Get a resource filename given a OHRESOURCE handle
* @param resource The handle to check
* @return Returns the accociated filename
*/
static const wchar_t* GetResourceFilename(const OHRESOURCE& resource);
/** Get a resource handle given a filename
* If the resource is not loaded function returns 0.
* @param resource The filename to check
* @return Returns the accociated handle
*/
static OHRESOURCE GetResourceHandle(const wchar_t filename[]);
/** Get a user defined ID accociated with a handle
* @param resource The handle to check
* @return Returns the accociated ID
*/
static int GetResourceId(const OHRESOURCE& resource);
/** Get a user defined ID accociated with a filename
* @param resource The filename to check
* @return Returns the accociated ID
*/
static int GetResourceId(const wchar_t filename[]);
};
}
}
#endif

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@ -8,6 +8,7 @@
#include <thread> #include <thread>
#include <future> #include <future>
using namespace Oyster::Thread;
OysterMutex::OysterMutex() OysterMutex::OysterMutex()
@ -64,8 +65,3 @@ bool OysterMutex::IsTaken()
{ {
return !this->mutex.try_lock(); return !this->mutex.try_lock();
} }
void OysterMutex::Reset()
{
if(!this->mutex.try_lock())
this->mutex.unlock();
}

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@ -9,25 +9,29 @@
#include <thread> #include <thread>
#include <atomic> #include <atomic>
class OysterMutex namespace Oyster
{ {
public: namespace Thread
OysterMutex(); {
OysterMutex(bool initialOwnership); class OysterMutex
virtual~OysterMutex(); {
void LockMutex(); public:
void LockMutex(unsigned int timeSpan); OysterMutex();
void UnlockMutex(); OysterMutex(bool initialOwnership);
/** Returns true if mutex is taken */ virtual~OysterMutex();
bool IsTaken(); void LockMutex();
/** This function resets resource locking */ void LockMutex(unsigned int timeSpan);
void Reset(); void UnlockMutex();
/** Returns true if mutex is taken */
bool IsTaken();
private: private:
std::mutex mutex; std::mutex mutex;
std::thread::id id; std::thread::id id;
OysterMutex(const OysterMutex&); OysterMutex(const OysterMutex&);
}; };
}
}
#endif // !MISC_OYSTER_MUTEX_H #endif // !MISC_OYSTER_MUTEX_H

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@ -6,7 +6,6 @@
#define MISC_OYSTER_THREAD_H #define MISC_OYSTER_THREAD_H
#include "IThreadObject.h" #include "IThreadObject.h"
namespace Oyster namespace Oyster
{ {
namespace Thread namespace Thread
@ -23,11 +22,10 @@ namespace Oyster
struct PrivateData; struct PrivateData;
PrivateData *privateData; PrivateData *privateData;
OysterThread(const OysterThread& original);
const OysterThread& operator=(const OysterThread& original);
public: public:
OysterThread(); OysterThread();
OysterThread(const OysterThread& original);
const OysterThread& operator=(const OysterThread& original);
virtual~OysterThread(); virtual~OysterThread();
OYSTER_THREAD_ERROR Create(IThreadObject* worker, bool start); OYSTER_THREAD_ERROR Create(IThreadObject* worker, bool start);

View File

@ -7,6 +7,7 @@
#include "..\Utilities.h" #include "..\Utilities.h"
#include <thread> #include <thread>
#include <assert.h> #include <assert.h>
#include <atomic>
using namespace Oyster::Thread; using namespace Oyster::Thread;
using namespace Utility::DynamicMemory::SmartPointer; using namespace Utility::DynamicMemory::SmartPointer;
@ -24,24 +25,23 @@ using namespace Utility::DynamicMemory::SmartPointer;
OYSTER_THREAD_STATE_RUNNING, OYSTER_THREAD_STATE_RUNNING,
OYSTER_THREAD_STATE_PAUSED, OYSTER_THREAD_STATE_PAUSED,
OYSTER_THREAD_STATE_STOPED, OYSTER_THREAD_STATE_STOPED,
OYSTER_THREAD_STATE_TERMINATED,
OYSTER_THREAD_STATE_DEAD, OYSTER_THREAD_STATE_DEAD,
}; };
//TODO: Add a threadStartPackage struct that contains all the necasary data to fire of a thread
struct ThreadData struct ThreadData
{ {
OYSTER_THREAD_STATE state; //<! The current thread state. std::atomic<OYSTER_THREAD_STATE> state; //<! The current thread state.
StdSmartPointer<std::thread> workerThread; //<! The worker thread. //OYSTER_THREAD_STATE state; //<! The current thread state.
std::thread::id callingThread; //<! The owner thread. StdSmartPointer<std::thread> workerThread; //<! The worker thread.
IThreadObject *owner; //<! The owner of the thread as IThread. std::thread::id callingThread; //<! The owner thread.
int msec; //<! A timer in miliseconds. IThreadObject *owner; //<! The owner of the thread as IThread.
OysterMutex mutexLock; //<! The lock, locking the member variabls. std::atomic<int> msec; //<! A timer in miliseconds.
//OysterMutex mutexLock; //<! The lock, locking the member variabls.
ThreadData() {} ThreadData() {}
~ThreadData() {}
private: ThreadData(const ThreadData&) {};
ThreadData(const ThreadData&){};
}; };
struct OysterThread::PrivateData struct OysterThread::PrivateData
{ {
@ -55,10 +55,14 @@ using namespace Utility::DynamicMemory::SmartPointer;
threadData->callingThread; threadData->callingThread;
threadData->state = OYSTER_THREAD_STATE_STOPED; threadData->state = OYSTER_THREAD_STATE_STOPED;
} }
PrivateData(const PrivateData& o)
{
threadData = o.threadData;
}
~PrivateData() ~PrivateData()
{ {
//@todo TODO: Make detatch avalible. //@todo TODO: Make detatch avalible.
//this->threadData->workerThread->detach(); this->threadData->workerThread->detach();
this->threadData->owner = 0; this->threadData->owner = 0;
@ -70,35 +74,46 @@ using namespace Utility::DynamicMemory::SmartPointer;
#pragma endregion #pragma endregion
int tempId = 0;
std::vector<int> IDS;
static void ThreadingFunction(StdSmartPointer<ThreadData> &origin) static void ThreadingFunction(StdSmartPointer<ThreadData> &origin)
{ {
bool shouldContinue; bool shouldContinue;
StdSmartPointer<ThreadData> w = origin; StdSmartPointer<ThreadData> w = origin;
theBegining: theBegining:
while(w->state == OYSTER_THREAD_STATE_STOPED); while(w->state == OYSTER_THREAD_STATE_STOPED)
w->mutexLock.LockMutex(); {
std::this_thread::yield();
}
// w->mutexLock.LockMutex();
if(w->owner)
{
w->owner->ThreadEntry(); w->owner->ThreadEntry();
w->mutexLock.UnlockMutex(); }
// w->mutexLock.UnlockMutex();
while (w->state != OYSTER_THREAD_STATE_STOPED && w->state != OYSTER_THREAD_STATE_DEAD) while (w->state != OYSTER_THREAD_STATE_STOPED && w->state != OYSTER_THREAD_STATE_DEAD)
{ {
// w->mutexLock.LockMutex();
w->mutexLock.LockMutex();
{ {
shouldContinue = w->owner->DoWork(); if(w->owner)
{
shouldContinue = w->owner->DoWork();
}
} }
w->mutexLock.UnlockMutex(); // w->mutexLock.UnlockMutex();
if(!shouldContinue) if(!shouldContinue)
{ {
goto theEnd; goto theEnd;
} }
if(w->state == OYSTER_THREAD_STATE_TERMINATED) if(w->state == OYSTER_THREAD_STATE_DEAD)
{ {
return; goto theEnd;
} }
else if(w->state == OYSTER_THREAD_STATE_RESET) else if(w->state == OYSTER_THREAD_STATE_RESET)
{ {
@ -109,19 +124,26 @@ theBegining:
std::this_thread::sleep_for(std::chrono::milliseconds(w->msec)); std::this_thread::sleep_for(std::chrono::milliseconds(w->msec));
} }
while (w->state == OYSTER_THREAD_STATE_PAUSED); while (w->state == OYSTER_THREAD_STATE_PAUSED)
{
std::this_thread::yield();
}
} }
if(w->state == OYSTER_THREAD_STATE_DEAD) if(w->state == OYSTER_THREAD_STATE_DEAD)
{ {
w->workerThread->detach();
return; return;
} }
theEnd: theEnd:
w->mutexLock.LockMutex(); // w->mutexLock.LockMutex();
if(w->owner)
{
w->owner->ThreadExit(); w->owner->ThreadExit();
w->mutexLock.UnlockMutex(); }
// w->mutexLock.UnlockMutex();
w->state = OYSTER_THREAD_STATE_DEAD; w->state = OYSTER_THREAD_STATE_DEAD;
} }
@ -130,6 +152,14 @@ OysterThread::OysterThread()
{ {
this->privateData = new PrivateData(); this->privateData = new PrivateData();
} }
OysterThread::OysterThread(const OysterThread& original)
{
this->privateData = new PrivateData(*original.privateData);
}
const OysterThread& OysterThread::operator=(const OysterThread& original)
{
return *this;
}
OysterThread::~OysterThread() OysterThread::~OysterThread()
{ {
delete this->privateData; delete this->privateData;
@ -153,30 +183,33 @@ OYSTER_THREAD_ERROR OysterThread::Create(IThreadObject* worker, bool start)
if(start) if(start)
{ {
//@todo TODO: No need to lock since the other thread end is only reading this value. Worst case scenario is n lost cycles.
this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING; this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING;
} }
return OYSTER_THREAD_ERROR_SUCCESS; return OYSTER_THREAD_ERROR_SUCCESS;
} }
OYSTER_THREAD_ERROR OysterThread::Start() OYSTER_THREAD_ERROR OysterThread::Start()
{ {
if(!this->privateData->threadData->owner)
return OYSTER_THREAD_ERROR_FAILED;
if(!this->privateData->threadData->workerThread) if(!this->privateData->threadData->workerThread)
return OYSTER_THREAD_ERROR_FAILED; return OYSTER_THREAD_ERROR_FAILED;
if(this->privateData->threadData->state == OYSTER_THREAD_STATE_DEAD)
return OYSTER_THREAD_ERROR_FAILED;
this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING; this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING;
return OYSTER_THREAD_ERROR_SUCCESS; return OYSTER_THREAD_ERROR_SUCCESS;
} }
void OysterThread::Stop() void OysterThread::Stop()
{ {
this->privateData->threadData->mutexLock.LockMutex(); //this->privateData->threadData->mutexLock.LockMutex();
this->privateData->threadData->state = OYSTER_THREAD_STATE_STOPED; this->privateData->threadData->state = OYSTER_THREAD_STATE_STOPED;
this->privateData->threadData->mutexLock.UnlockMutex(); //this->privateData->threadData->mutexLock.UnlockMutex();
} }
void OysterThread::Pause() void OysterThread::Pause()
{ {
this->privateData->threadData->mutexLock.LockMutex(); //this->privateData->threadData->mutexLock.LockMutex();
this->privateData->threadData->state = OYSTER_THREAD_STATE_PAUSED; this->privateData->threadData->state = OYSTER_THREAD_STATE_PAUSED;
this->privateData->threadData->mutexLock.UnlockMutex(); //this->privateData->threadData->mutexLock.UnlockMutex();
} }
void OysterThread::Pause(int msec) void OysterThread::Pause(int msec)
{ {
@ -187,39 +220,34 @@ void OysterThread::Pause(int msec)
} }
else else
{ {
this->privateData->threadData->mutexLock.LockMutex(); //this->privateData->threadData->mutexLock.LockMutex();
this->privateData->threadData->state = OYSTER_THREAD_STATE_PAUSED; this->privateData->threadData->state = OYSTER_THREAD_STATE_PAUSED;
this->privateData->threadData->msec = msec; this->privateData->threadData->msec = msec;
this->privateData->threadData->mutexLock.UnlockMutex(); //this->privateData->threadData->mutexLock.UnlockMutex();
} }
} }
void OysterThread::Resume() void OysterThread::Resume()
{ {
this->privateData->threadData->mutexLock.LockMutex(); // this->privateData->threadData->mutexLock.LockMutex();
this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING; this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING;
this->privateData->threadData->mutexLock.UnlockMutex(); // this->privateData->threadData->mutexLock.UnlockMutex();
} }
OYSTER_THREAD_ERROR OysterThread::Reset(IThreadObject* worker) OYSTER_THREAD_ERROR OysterThread::Reset(IThreadObject* worker)
{ {
this->privateData->threadData->mutexLock.LockMutex(); // this->privateData->threadData->mutexLock.LockMutex();
if(worker) if(worker)
{ {
this->privateData->threadData->owner = worker; this->privateData->threadData->owner = worker;
} }
this->privateData->threadData->callingThread = std::this_thread::get_id(); this->privateData->threadData->callingThread = std::this_thread::get_id();
this->privateData->threadData->msec = 0; this->privateData->threadData->msec = 0;
this->privateData->threadData->mutexLock.UnlockMutex(); // this->privateData->threadData->mutexLock.UnlockMutex();
return OYSTER_THREAD_ERROR_SUCCESS; return OYSTER_THREAD_ERROR_SUCCESS;
} }
void OysterThread::Terminate() void OysterThread::Terminate()
{ {
delete this->privateData->threadData->workerThread; this->privateData->threadData->state = OYSTER_THREAD_STATE_DEAD;
this->privateData->threadData->mutexLock.Reset();
this->privateData->threadData->workerThread = 0;
this->privateData->threadData->callingThread = std::thread::id();
this->privateData->threadData->msec = 0;
this->privateData->threadData->state = OYSTER_THREAD_STATE_STOPED;
} }
void OysterThread::Wait() void OysterThread::Wait()
{ {

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@ -165,8 +165,7 @@ namespace Utility
namespace SmartPointer namespace SmartPointer
{ {
template<typename T> template<typename T> void StdSmartPointer<T>::Destroy()
void StdSmartPointer<T>::Destroy()
{ {
delete this->_rc; delete this->_rc;
this->_rc = NULL; this->_rc = NULL;
@ -200,7 +199,7 @@ namespace Utility
if (this != &p) if (this != &p)
{ {
//Last to go? //Last to go?
if(this->_rc && this->_rc->Release() == 0) if(this->_rc && this->_rc->Decref() == 0)
{ {
//Call child specific //Call child specific
Destroy(); Destroy();
@ -208,7 +207,7 @@ namespace Utility
this->_ptr = p._ptr; this->_ptr = p._ptr;
this->_rc = p._rc; this->_rc = p._rc;
this->_rc->Add(); this->_rc->Incref();
} }
return *this; return *this;
} }
@ -254,16 +253,14 @@ namespace Utility
{ {
return this->_ptr; return this->_ptr;
} }
template<typename T> inline StdSmartPointer<T>::operator bool()
/** {
* Returns the connected pointer */ return (this->_ptr != 0);
}
template<typename T> inline T* StdSmartPointer<T>::Get() template<typename T> inline T* StdSmartPointer<T>::Get()
{ {
return this->_ptr; return this->_ptr;
} }
/** Checks if the pointer is valid (not NULL)
Returns true for valid, else false. */
template<typename T> inline bool StdSmartPointer<T>::IsValid() template<typename T> inline bool StdSmartPointer<T>::IsValid()
{ {
return (this->_ptr != NULL) ? true : false; return (this->_ptr != NULL) ? true : false;

View File

@ -12,6 +12,7 @@
#include <vector> #include <vector>
#include <locale> #include <locale>
#include <limits> #include <limits>
#include <atomic>
namespace Utility namespace Utility
{ {
@ -110,12 +111,12 @@ namespace Utility
struct ReferenceCount struct ReferenceCount
{ {
private: private:
int count; std::atomic<int> count;
public: public:
ReferenceCount() :count(0) { } ReferenceCount() :count(0) { }
ReferenceCount(const ReferenceCount& o) { count = o.count; } ReferenceCount(const ReferenceCount& o) { count.store(o.count); }
inline const ReferenceCount& operator=(const ReferenceCount& o) { count = o.count; return *this;} inline const ReferenceCount& operator=(const ReferenceCount& o) { count.store(o.count); return *this;}
inline void Incref() { this->count++; } inline void Incref() { this->count++; }
inline void Incref(int c) { this->count += c; } inline void Incref(int c) { this->count += c; }
inline int Decref() { return --this->count;} inline int Decref() { return --this->count;}
@ -151,6 +152,7 @@ namespace Utility
T& operator* (); T& operator* ();
T* operator-> (); T* operator-> ();
operator T* (); operator T* ();
operator bool();
/** /**
* Returns the connected pointer */ * Returns the connected pointer */

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@ -1,4 +1,5 @@
#include "Core.h" #include "Core.h"
#include <vld.h>
using namespace Oyster::Graphics; using namespace Oyster::Graphics;
using std::string; using std::string;

View File

@ -158,12 +158,18 @@ namespace Oyster
Pixel, Pixel,
Compute Compute
}; };
struct ShaderData
{
size_t size;
char* data;
};
static void SetShaderEffect(ShaderEffect&); static void SetShaderEffect(ShaderEffect&);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout); static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
static bool Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled = true); static bool Init(std::wstring filename, ShaderType type, std::wstring name);
static void* CreateShader(ShaderData data, ShaderType type);
struct Get struct Get
{ {
@ -184,6 +190,8 @@ namespace Oyster
static void Hull(int Index); static void Hull(int Index);
static void Domain(int Index); static void Domain(int Index);
}; };
static void Clean();
}; };
//Set resulotion Before Calling Full Init //Set resulotion Before Calling Full Init

View File

@ -1,6 +1,8 @@
#include "Core.h" #include "Core.h"
#include <fstream> #include <fstream>
#include <map> #include <map>
#include "../FileLoader/GeneralLoader.h"
#include "Resource\OysterResource.h"
const char* ShaderFunction = "main"; const char* ShaderFunction = "main";
@ -8,15 +10,8 @@ namespace Oyster
{ {
namespace Graphics namespace Graphics
{ {
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
namespace namespace
{ {
struct ShaderData
{
size_t size;
char* data;
};
std::vector<ID3D11PixelShader*> PS; std::vector<ID3D11PixelShader*> PS;
std::map<std::wstring,int> PSMap; std::map<std::wstring,int> PSMap;
@ -26,213 +21,146 @@ namespace Oyster
std::vector<ID3D11ComputeShader*> CS; std::vector<ID3D11ComputeShader*> CS;
std::map<std::wstring,int> CSMap; std::map<std::wstring,int> CSMap;
std::vector<ID3D11DomainShader*> DS;
std::map<std::wstring,int> DSMap;
std::vector<ID3D11HullShader*> HS;
std::map<std::wstring,int> HSMap;
std::vector<ID3D11VertexShader*> VS; std::vector<ID3D11VertexShader*> VS;
std::vector<ShaderData> VData; std::vector<Core::ShaderManager::ShaderData> VData;
std::map<std::wstring,int> VSMap; std::map<std::wstring,int> VSMap;
} }
#pragma region Init #pragma region Init
bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled) bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name)
{ {
if(Precompiled) void* data;
bool ForceReload;
#if defined (_DEBUG) | defined (DEBUG)
ForceReload = true;
#else
ForceReload = false;
#endif
switch (type)
{ {
return LoadPrecompiled(filename, type, name); case Oyster::Graphics::Core::ShaderManager::Vertex:
} if(!VSMap.count(name) || ForceReload)
else {
{ data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderV, -1, ForceReload);
return LoadCompile(filename, type, name); if(data)
{
VSMap[name] = VS.size();
VS.push_back((ID3D11VertexShader*)data);
}
}
break;
case Oyster::Graphics::Core::ShaderManager::Hull:
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderH, -1, ForceReload);
if(!HSMap.count(name) || ForceReload)
{
if(data!=0)
{
HSMap[name] = HS.size();
HS.push_back((ID3D11HullShader*)data);
}
}
break;
case Oyster::Graphics::Core::ShaderManager::Domain:
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderD, -1, ForceReload);
if(!DSMap.count(name) || ForceReload)
{
if(data!=0)
{
DSMap[name] = DS.size();
DS.push_back((ID3D11DomainShader*)data);
}
}
break;
case Oyster::Graphics::Core::ShaderManager::Geometry:
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderG, -1, ForceReload);
if(!GSMap.count(name) || ForceReload)
{
if(data!=0)
{
GSMap[name] = GS.size();
GS.push_back((ID3D11GeometryShader*)data);
}
}
break;
case Oyster::Graphics::Core::ShaderManager::Pixel:
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderP, -1, ForceReload);
if(!PSMap.count(name) || ForceReload)
{
if(data!=0)
{
PSMap[name] = PS.size();
PS.push_back((ID3D11PixelShader*)data);
}
}
break;
case Oyster::Graphics::Core::ShaderManager::Compute:
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderC, -1, ForceReload);
if(!CSMap.count(name) || ForceReload)
{
if(data!=0)
{
CSMap[name] = CS.size();
CS.push_back((ID3D11ComputeShader*)data);
}
}
break;
default:
break;
} }
return true; return true;
} }
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name) void* Core::ShaderManager::CreateShader(Core::ShaderManager::ShaderData data, Core::ShaderManager::ShaderType type)
{ {
std::ifstream stream; HRESULT hr;
ShaderData sd; switch (type)
//Create Vertex shader and Layout
stream.open(filename, std::ifstream::in | std::ifstream::binary);
if(stream.good())
{ {
stream.seekg(0, std::ios::end); case Oyster::Graphics::Core::ShaderManager::Vertex:
sd.size = size_t(stream.tellg()); ID3D11VertexShader* vs;
sd.data = new char[sd.size]; hr = Core::device->CreateVertexShader(data.data,data.size,NULL,&vs);
stream.seekg(0, std::ios::beg); if(hr == S_OK)
stream.read(&sd.data[0], sd.size); VData.push_back(data);
stream.close(); return vs;
ID3D11VertexShader* vertex;
ID3D11GeometryShader* geometry;
ID3D11PixelShader* pixel;
ID3D11ComputeShader* compute;
switch(type)
{
case Core::ShaderManager::ShaderType::Vertex:
if(VSMap.count(name))
return false;
if(FAILED(Core::device->CreateVertexShader(sd.data, sd.size, 0, &vertex)))
{
return false;
}
VSMap[name] = VS.size();
VS.push_back(vertex);
VData.push_back(sd);
break;
case Core::ShaderManager::ShaderType::Hull:
case Core::ShaderManager::ShaderType::Domain:
return false;
case Core::ShaderManager::ShaderType::Geometry:
if(GSMap.count(name))
return false;
if(FAILED(Core::device->CreateGeometryShader(sd.data, sd.size, 0, &geometry)))
{
return false;
}
GSMap[name] = GS.size();
GS.push_back(geometry);
break;
case Core::ShaderManager::ShaderType::Pixel:
if(PSMap.count(name))
return false;
if(FAILED(Core::device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
{
return false;
}
PSMap[name] = PS.size();
PS.push_back(pixel);
break;
case Core::ShaderManager::ShaderType::Compute:
if(CSMap.count(name))
return false;
if(FAILED(Core::device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
{
return false;
}
CSMap[name] = CS.size();
CS.push_back(compute);
break;
}
}
else
{
return false;
}
return true;
}
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
/// \todo error reporting
ID3D10Blob *Shader,*Error;
switch(type)
{
case Core::ShaderManager::ShaderType::Pixel:
ID3D11PixelShader* pixel;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,ShaderFunction,"ps_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Core::device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
{
Shader->Release();
return false;
}
Shader->Release();
if(!PSMap.count(name))
{
PSMap[name] = PS.size();
PS.push_back(pixel);
}
else
{
PS[PSMap[name]] = pixel;
}
break; break;
case Oyster::Graphics::Core::ShaderManager::Hull:
case Core::ShaderManager::ShaderType::Geometry: ID3D11HullShader* hs;
Core::device->CreateHullShader(data.data,data.size,NULL,&hs);
ID3D11GeometryShader* geometry; delete[] data.data;
return hs;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,ShaderFunction,"gs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Core::device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
{
Shader->Release();
return false;
}
Shader->Release();
if(!GSMap.count(name))
{
GSMap[name] = GS.size();
GS.push_back(geometry);
}
else
{
GS[GSMap[name]] = geometry;
}
break; break;
case Oyster::Graphics::Core::ShaderManager::Domain:
case Core::ShaderManager::ShaderType::Vertex: ID3D11DomainShader* ds;
Core::device->CreateDomainShader(data.data,data.size,NULL,&ds);
ID3D11VertexShader* vertex; delete[] data.data;
return ds;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,ShaderFunction,"vs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error))) break;
{ case Oyster::Graphics::Core::ShaderManager::Geometry:
std::string fel = (char*)Error->GetBufferPointer(); ID3D11GeometryShader* gs;
Error->Release(); Core::device->CreateGeometryShader(data.data,data.size,NULL,&gs);
return false; delete[] data.data;
} return gs;
if(FAILED(Core::device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex))) break;
{ case Oyster::Graphics::Core::ShaderManager::Pixel:
Shader->Release(); ID3D11PixelShader* ps;
return false; Core::device->CreatePixelShader(data.data,data.size,NULL,&ps);
} delete[] data.data;
if(!VSMap.count(name)) return ps;
{ break;
VSMap[name] = VS.size(); case Oyster::Graphics::Core::ShaderManager::Compute:
VS.push_back(vertex); ID3D11ComputeShader* cs;
ShaderData sd; Core::device->CreateComputeShader(data.data,data.size,NULL,&cs);
sd.size = Shader->GetBufferSize(); delete[] data.data;
sd.data = new char[sd.size]; return cs;
memcpy(sd.data,Shader->GetBufferPointer(),sd.size);
VData.push_back(sd);
}
else
{
VS[VSMap[name]] = vertex;
delete[] VData[VSMap[name]].data;
VData[VSMap[name]].size = Shader->GetBufferSize();
VData[VSMap[name]].data = new char[VData[VSMap[name]].size];
memcpy(VData[VSMap[name]].data,Shader->GetBufferPointer(),VData[VSMap[name]].size);
}
Shader->Release();
break; break;
} }
return true; return NULL;
} }
#pragma endregion #pragma endregion
@ -348,5 +276,13 @@ namespace Oyster
float test[4] = {0}; float test[4] = {0};
Core::deviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1); Core::deviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
} }
void Core::ShaderManager::Clean()
{
for(int i = 0; i < VData.size(); ++i)
{
delete[] VData[i].data;
}
}
} }
} }

View File

@ -3,6 +3,7 @@
#include "../Render/Resources/Resources.h" #include "../Render/Resources/Resources.h"
#include "../Render/Rendering/Render.h" #include "../Render/Rendering/Render.h"
#include "../FileLoader/ObjReader.h" #include "../FileLoader/ObjReader.h"
#include "../../Misc/Resource/OysterResource.h"
namespace Oyster namespace Oyster
{ {
@ -60,7 +61,17 @@ namespace Oyster
void API::DeleteModel(Model::Model* model) void API::DeleteModel(Model::Model* model)
{ {
Model::ModelInfo* info = (Model::ModelInfo*)model->info;
delete model; delete model;
info->Vertices->~Buffer();
}
void API::Clean()
{
SAFE_DELETE(Core::viewPort);
Oyster::Resource::OysterResource::Clean();
Oyster::Graphics::Core::ShaderManager::Clean();
Oyster::Graphics::Render::Resources::Clean();
} }
} }
} }

View File

@ -28,6 +28,7 @@ namespace Oyster
}; };
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion); static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
static void Clean();
//! @brief from Oyster::Math Float4x4, expects corect methods //! @brief from Oyster::Math Float4x4, expects corect methods
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection); static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
static void RenderScene(Oyster::Graphics::Model::Model* models, int count); static void RenderScene(Oyster::Graphics::Model::Model* models, int count);

View File

@ -7,10 +7,27 @@ namespace Oyster
namespace Loading namespace Loading
{ {
void UnloadTexture(void* loadedData); void UnloadTexture(void* loadedData);
Oyster::Resource::CustomData& LoadTexture(const wchar_t filename[]); void LoadTexture(const wchar_t filename[], Oyster::Resource::CustomData& out);
void UnloadShader(void* loadedData); void UnloadShaderP(void* loadedData);
Oyster::Resource::CustomData& LoadShader(const wchar_t filename[]); void LoadShaderP(const wchar_t filename[], Oyster::Resource::CustomData& out);
void UnloadShaderG(void* loadedData);
void LoadShaderG(const wchar_t filename[], Oyster::Resource::CustomData& out);
void UnloadShaderC(void* loadedData);
void LoadShaderC(const wchar_t filename[], Oyster::Resource::CustomData& out);
void UnloadShaderV(void* loadedData);
void LoadShaderV(const wchar_t filename[], Oyster::Resource::CustomData& out);
void UnloadShaderH(void* loadedData);
void LoadShaderH(const wchar_t filename[], Oyster::Resource::CustomData& out);
void UnloadShaderD(void* loadedData);
void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out);
void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type);
} }
} }
} }

View File

@ -2,7 +2,7 @@
#include "..\Definitions\GraphicalDefinition.h" #include "..\Definitions\GraphicalDefinition.h"
#include <sstream> #include <sstream>
#include <fstream> #include <fstream>
#include "TextureLoader.h" #include "GeneralLoader.h"
using namespace std; using namespace std;
OBJReader::OBJReader() OBJReader::OBJReader()
@ -24,7 +24,7 @@ void OBJReader::readOBJFile( std::wstring fileName )
float vertexData; float vertexData;
std::string face1, face2, face3; std::string face1, face2, face3;
inStream.open( fileName, std::fstream::in ); inStream.open( fileName + L".obj", std::fstream::in );
if( inStream.is_open() ) if( inStream.is_open() )
{ {
@ -94,6 +94,8 @@ void OBJReader::readOBJFile( std::wstring fileName )
} }
inStream.close(); inStream.close();
Mat = Oyster::Resource::OysterResource::LoadResource((fileName + L".jpg").c_str(),Oyster::Graphics::Loading::LoadTexture);
} }
Oyster::Graphics::Model::ModelInfo* OBJReader::toModel() Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
@ -117,12 +119,7 @@ Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
modelInfo->Indexed = false; modelInfo->Indexed = false;
modelInfo->VertexCount = (int)desc.NumElements; modelInfo->VertexCount = (int)desc.NumElements;
modelInfo->Vertices = b; modelInfo->Vertices = b;
modelInfo->Material.push_back((ID3D11ShaderResourceView*)Mat);
Oyster::Resource::OHRESOURCE diffuse = Oyster::Resource::OysterResource::LoadResource(L"orca_tex.jpg",Oyster::Graphics::Loading::LoadTexture);
//Oyster::Resource::OysterResource::LoadResource(L"Normal.png",(Oyster::Resource::CustomLoadFunction)Oyster::Graphics::Loading::LoadTexture);
void* v = (void*)diffuse;
modelInfo->Material.push_back((ID3D11ShaderResourceView*)v);
return modelInfo; return modelInfo;
} }

View File

@ -43,6 +43,7 @@ class OBJReader
int _mPos, _mNormal, _mTexel; int _mPos, _mNormal, _mTexel;
void stringSplit( std::string strToSplit ); void stringSplit( std::string strToSplit );
void addToOBJarray(); void addToOBJarray();
void* Mat;
public: public:
OBJReader(); OBJReader();

View File

@ -0,0 +1,189 @@
#include "GeneralLoader.h"
#include "..\Core\Dx11Includes.h"
#include "..\Core\Core.h"
#include <fstream>
namespace Oyster
{
namespace Graphics
{
namespace Loading
{
void UnloadShaderP(void* loadedData)
{
ID3D11PixelShader* ps = ((ID3D11PixelShader*)loadedData);
SAFE_RELEASE(ps);
}
void UnloadShaderG(void* loadedData)
{
ID3D11GeometryShader* gs = ((ID3D11GeometryShader*)loadedData);
SAFE_RELEASE(gs);
}
void UnloadShaderC(void* loadedData)
{
ID3D11ComputeShader* ps = ((ID3D11ComputeShader*)loadedData);
SAFE_RELEASE(ps);
}
void UnloadShaderH(void* loadedData)
{
ID3D11HullShader* ps = ((ID3D11HullShader*)loadedData);
SAFE_RELEASE(ps);
}
void UnloadShaderD(void* loadedData)
{
ID3D11DomainShader* ps = ((ID3D11DomainShader*)loadedData);
SAFE_RELEASE(ps);
}
void UnloadShaderV(void* loadedData)
{
ID3D11VertexShader* ps = ((ID3D11VertexShader*)loadedData);
SAFE_RELEASE(ps);
}
void LoadShaderP(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
LoadShader(filename,out,Core::ShaderManager::Pixel);
if(out.loadedData==NULL)
{
memset(&out,0,sizeof(out));
return;
}
out.resourceUnloadFnc = UnloadShaderP;
}
void LoadShaderG(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
LoadShader(filename,out,Core::ShaderManager::Geometry);
if(out.loadedData==NULL)
{
memset(&out,0,sizeof(out));
return;
}
out.resourceUnloadFnc = UnloadShaderG;
}
void LoadShaderC(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
LoadShader(filename,out,Core::ShaderManager::Compute);
if(out.loadedData==NULL)
{
memset(&out,0,sizeof(out));
return;
}
out.resourceUnloadFnc = UnloadShaderC;
}
void LoadShaderH(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
LoadShader(filename,out,Core::ShaderManager::Hull);
if(out.loadedData==NULL)
{
memset(&out,0,sizeof(out));
return;
}
out.resourceUnloadFnc = UnloadShaderH;
}
void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
LoadShader(filename,out,Core::ShaderManager::Domain);
if(out.loadedData==NULL)
{
memset(&out,0,sizeof(out));
return;
}
out.resourceUnloadFnc = UnloadShaderD;
}
void LoadShaderV(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
LoadShader(filename,out,Core::ShaderManager::Vertex);
if(out.loadedData==NULL)
{
memset(&out,0,sizeof(out));
return;
}
out.resourceUnloadFnc = UnloadShaderV;
}
void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type)
{
Core::ShaderManager::ShaderData data;
#ifdef _DEBUG
ID3DBlob *Shader=NULL, *Error=NULL;
HRESULT hr;
switch (Core::ShaderManager::ShaderType(type))
{
case Oyster::Graphics::Core::ShaderManager::Vertex:
hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","vs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error);
break;
case Oyster::Graphics::Core::ShaderManager::Hull:
hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","hs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error);
break;
case Oyster::Graphics::Core::ShaderManager::Domain:
hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","ds_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error);
break;
case Oyster::Graphics::Core::ShaderManager::Geometry:
hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","gs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error);
break;
case Oyster::Graphics::Core::ShaderManager::Pixel:
hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","ps_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error);
break;
case Oyster::Graphics::Core::ShaderManager::Compute:
hr = D3DCompileFromFile(filename,NULL,D3D_COMPILE_STANDARD_FILE_INCLUDE,"main","cs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error);
break;
default:
break;
}
if(FAILED(hr))
{
if(Error)
{
Error->Release();
}
if(Shader)
{
Shader->Release();
}
memset(&out,0,sizeof(out));
return;
}
data.size = Shader->GetBufferSize();
data.data = new char[data.size];
memcpy(data.data,Shader->GetBufferPointer(),data.size);
#else
stream.open(filename, std::ifstream::in | std::ifstream::binary);
if(stream.good())
{
stream.seekg(0, std::ios::end);
sd.size = size_t(stream.tellg());
sd.data = new char[sd.size];
stream.seekg(0, std::ios::beg);
stream.read(&sd.data[0], sd.size);
stream.close();
}
else
{
memset(&out,0,sizeof(out));
return;
}
#endif
out.loadedData = Core::ShaderManager::CreateShader(data, Core::ShaderManager::ShaderType(type));
}
}
}
}

View File

@ -1,4 +1,4 @@
#include "TextureLoader.h" #include "GeneralLoader.h"
#include "..\Core\Dx11Includes.h" #include "..\Core\Dx11Includes.h"
#include "..\Core\Core.h" #include "..\Core\Core.h"
@ -14,22 +14,19 @@ HRESULT CreateWICTextureFromFileEx( ID3D11Device* d3dDevice,
ID3D11Resource** texture, ID3D11Resource** texture,
ID3D11ShaderResourceView** textureView ); ID3D11ShaderResourceView** textureView );
Oyster::Resource::CustomData& Oyster::Graphics::Loading::LoadTexture(const wchar_t filename[]) void Oyster::Graphics::Loading::LoadTexture(const wchar_t filename[], Oyster::Resource::CustomData& out)
{ {
ID3D11ShaderResourceView* srv = NULL; ID3D11ShaderResourceView* srv = NULL;
Oyster::Resource::CustomData Ret;
HRESULT hr = CreateWICTextureFromFileEx(Core::device,Core::deviceContext,filename,0,D3D11_USAGE_DEFAULT,D3D11_BIND_SHADER_RESOURCE,0,0,false,NULL,&srv); HRESULT hr = CreateWICTextureFromFileEx(Core::device,Core::deviceContext,filename,0,D3D11_USAGE_DEFAULT,D3D11_BIND_SHADER_RESOURCE,0,0,false,NULL,&srv);
if(hr!=S_OK) if(hr!=S_OK)
{ {
memset(&Ret,0,sizeof(Ret)); memset(&out,0,sizeof(out));
} }
else else
{ {
Ret.loadedData = (void*)srv; out.loadedData = (void*)srv;
Ret.resourceUnloadFnc = Loading::UnloadTexture; out.resourceUnloadFnc = Loading::UnloadTexture;
} }
return Ret;
} }
void Oyster::Graphics::Loading::UnloadTexture(void* data) void Oyster::Graphics::Loading::UnloadTexture(void* data)

View File

@ -69,21 +69,29 @@
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
@ -99,6 +107,9 @@
<ProjectReference> <ProjectReference>
<LinkLibraryDependencies>true</LinkLibraryDependencies> <LinkLibraryDependencies>true</LinkLibraryDependencies>
</ProjectReference> </ProjectReference>
<FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
</FxCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile> <ClCompile>
@ -111,6 +122,9 @@
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
</Link> </Link>
<FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
</FxCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile> <ClCompile>
@ -127,6 +141,9 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
</Link> </Link>
<FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
</FxCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile> <ClCompile>
@ -143,6 +160,9 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
</Link> </Link>
<FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
</FxCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Core\Buffer.cpp" /> <ClCompile Include="Core\Buffer.cpp" />
@ -151,6 +171,7 @@
<ClCompile Include="Core\ShaderManager.cpp" /> <ClCompile Include="Core\ShaderManager.cpp" />
<ClCompile Include="DllInterfaces\GFXAPI.cpp" /> <ClCompile Include="DllInterfaces\GFXAPI.cpp" />
<ClCompile Include="FileLoader\ObjReader.cpp" /> <ClCompile Include="FileLoader\ObjReader.cpp" />
<ClCompile Include="FileLoader\ShaderLoader.cpp" />
<ClCompile Include="FileLoader\TextureLoader.cpp" /> <ClCompile Include="FileLoader\TextureLoader.cpp" />
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" /> <ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
<ClCompile Include="Render\Rendering\BasicRender.cpp" /> <ClCompile Include="Render\Rendering\BasicRender.cpp" />
@ -161,7 +182,7 @@
<ClInclude Include="Core\Dx11Includes.h" /> <ClInclude Include="Core\Dx11Includes.h" />
<ClInclude Include="DllInterfaces\GFXAPI.h" /> <ClInclude Include="DllInterfaces\GFXAPI.h" />
<ClInclude Include="FileLoader\ObjReader.h" /> <ClInclude Include="FileLoader\ObjReader.h" />
<ClInclude Include="FileLoader\TextureLoader.h" /> <ClInclude Include="FileLoader\GeneralLoader.h" />
<ClInclude Include="Model\Model.h" /> <ClInclude Include="Model\Model.h" />
<ClInclude Include="Model\ModelInfo.h" /> <ClInclude Include="Model\ModelInfo.h" />
<ClInclude Include="Render\Preparations\Preparations.h" /> <ClInclude Include="Render\Preparations\Preparations.h" />
@ -192,6 +213,16 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
</FxCompile> </FxCompile>
<FxCompile Include="Shader\HLSL\Deffered Shaders\Render\LightPass.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl"> <FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
@ -232,7 +263,8 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" /> <None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsli" /> <None Include="Shader\HLSL\Deffered Shaders\Render\Defines.hlsli" />
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

View File

@ -45,6 +45,9 @@
<ClCompile Include="DllInterfaces\GFXAPI.cpp"> <ClCompile Include="DllInterfaces\GFXAPI.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="FileLoader\ShaderLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Core\Core.h"> <ClInclude Include="Core\Core.h">
@ -71,15 +74,15 @@
<ClInclude Include="FileLoader\ObjReader.h"> <ClInclude Include="FileLoader\ObjReader.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="FileLoader\TextureLoader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Core\Dx11Includes.h"> <ClInclude Include="Core\Dx11Includes.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="DllInterfaces\GFXAPI.h"> <ClInclude Include="DllInterfaces\GFXAPI.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="FileLoader\GeneralLoader.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" /> <FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
@ -88,9 +91,11 @@
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl" /> <FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl" />
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl" /> <FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl" />
<FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl" /> <FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl" />
<FxCompile Include="Shader\HLSL\Deffered Shaders\Render\LightPass.hlsl" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" /> <None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsli" /> <None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
<None Include="Shader\HLSL\Deffered Shaders\Render\Defines.hlsli" />
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -32,12 +32,12 @@ namespace Oyster
#ifdef _DEBUG #ifdef _DEBUG
/** Load Vertex Shader for d3dcompile*/ /** Load Vertex Shader for d3dcompile*/
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugCameraVertex.hlsl",ShaderType::Vertex, VertexTransformDebug, false); Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugCameraVertex.hlsl",ShaderType::Vertex, VertexTransformDebug);
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugVertex.hlsl",ShaderType::Vertex, VertexDebug, false); Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugVertex.hlsl",ShaderType::Vertex, VertexDebug);
/** Load Pixel Shader for d3dcompile */ /** Load Pixel Shader for d3dcompile */
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"DebugPixel.hlsl", ShaderType::Pixel, PixelRed, false); Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"DebugPixel.hlsl", ShaderType::Pixel, PixelRed);
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"TextureDebug.hlsl", ShaderType::Pixel, PixelTexture, false); Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"TextureDebug.hlsl", ShaderType::Pixel, PixelTexture);
#else #else
@ -148,6 +148,39 @@ namespace Oyster
#pragma endregion #pragma endregion
return Core::Init::Sucsess; return Core::Init::Sucsess;
} }
void Resources::Clean()
{
Resources::ModelData.~Buffer();
Resources::VPData.~Buffer();
for(int i = 0; i < obj.CBuffers.Vertex.size(); ++i)
{
//SAFE_RELEASE(obj.CBuffers.Vertex[i]);
}
for(int i = 0; i < obj.CBuffers.Pixel.size(); ++i)
{
SAFE_DELETE(obj.CBuffers.Pixel[i]);
}
for(int i = 0; i < obj.CBuffers.Geometry.size(); ++i)
{
SAFE_DELETE(obj.CBuffers.Geometry[i]);
}
SAFE_RELEASE(obj.IAStage.Layout);
SAFE_RELEASE(obj.RenderStates.BlendState);
SAFE_RELEASE(obj.RenderStates.DepthStencil);
SAFE_RELEASE(obj.RenderStates.Rasterizer);
for(int i = 0; i < obj.RenderStates.SampleCount; ++i)
{
SAFE_RELEASE(obj.RenderStates.SampleState[i]);
}
SAFE_DELETE_ARRAY(obj.RenderStates.SampleState);
}
} }
} }
} }

View File

@ -20,6 +20,7 @@ namespace Oyster
static Core::Buffer VPData; static Core::Buffer VPData;
static Core::Init::State Init(); static Core::Init::State Init();
static void Clean();
}; };
} }
} }

View File

@ -6,6 +6,7 @@
// Copyright (c) Stefan Petersson 2011. All rights reserved. // Copyright (c) Stefan Petersson 2011. All rights reserved.
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
#define NOMINMAX #define NOMINMAX
#include <vld.h>
#include <Windows.h> #include <Windows.h>
#include "DllInterfaces\GFXAPI.h" #include "DllInterfaces\GFXAPI.h"
@ -16,7 +17,7 @@
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL; HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL; HWND g_hWnd = NULL;
Oyster::Graphics::Model::Model* m = new Oyster::Graphics::Model::Model(); Oyster::Graphics::Model::Model* m = NULL;
Oyster::Math::Float4x4 V; Oyster::Math::Float4x4 V;
Oyster::Math::Float4x4 P; Oyster::Math::Float4x4 P;
@ -90,6 +91,8 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
} }
} }
Oyster::Graphics::API::DeleteModel(m);
Oyster::Graphics::API::Clean();
return (int) msg.wParam; return (int) msg.wParam;
} }
@ -183,7 +186,7 @@ HRESULT InitDirect3D()
#pragma endregion #pragma endregion
#pragma region Obj #pragma region Obj
m = Oyster::Graphics::API::CreateModel(L"orca_dummy.obj"); m = Oyster::Graphics::API::CreateModel(L"orca");
#pragma endregion #pragma endregion

View File

@ -71,24 +71,32 @@
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>