ソースを参照

Renamed waitUntilLoaded and waitUntilInitialized to "synchonize()"

Marko Pintera 12 年 前
コミット
5d165cbee2

+ 1 - 1
BansheeEngine/Source/BsCamera.cpp

@@ -91,7 +91,7 @@ namespace BansheeEngine
     }
 	void Camera::initialize(RenderTargetPtr target, float left, float top, float width, float height, int ZOrder)
 	{
-		target->waitUntilInitialized();
+		target->synchonize();
 
 		mViewport = cm_shared_ptr<Viewport, PoolAlloc>(target, left, top, width, height, ZOrder);
 	}

+ 6 - 6
BansheeEngine/Source/BsD3D11BuiltinMaterialFactory.cpp

@@ -96,8 +96,8 @@ namespace BansheeEngine
 		HHighLevelGpuProgram vsProgram = HighLevelGpuProgram::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
 		HHighLevelGpuProgram psProgram = HighLevelGpuProgram::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
 
-		vsProgram.waitUntilLoaded();
-		psProgram.waitUntilLoaded();
+		vsProgram.synchronize();
+		psProgram.synchronize();
 
 		mSpriteTextShader = Shader::create("TextSpriteShader");
 
@@ -165,8 +165,8 @@ namespace BansheeEngine
 		HHighLevelGpuProgram vsProgram = HighLevelGpuProgram::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
 		HHighLevelGpuProgram psProgram = HighLevelGpuProgram::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
 
-		vsProgram.waitUntilLoaded();
-		psProgram.waitUntilLoaded();
+		vsProgram.synchronize();
+		psProgram.synchronize();
 
 		mSpriteImageShader = Shader::create("ImageSpriteShader");
 
@@ -223,8 +223,8 @@ namespace BansheeEngine
 		HHighLevelGpuProgram vsProgram = HighLevelGpuProgram::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
 		HHighLevelGpuProgram psProgram = HighLevelGpuProgram::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
 
-		vsProgram.waitUntilLoaded();
-		psProgram.waitUntilLoaded();
+		vsProgram.synchronize();
+		psProgram.synchronize();
 
 		mDebugDrawShader = Shader::create("DebugDrawShader");
 

+ 4 - 4
BansheeEngine/Source/BsD3D9BuiltinMaterialFactory.cpp

@@ -95,8 +95,8 @@ namespace BansheeEngine
 		HHighLevelGpuProgram vsProgram = HighLevelGpuProgram::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_3_0);
 		HHighLevelGpuProgram psProgram = HighLevelGpuProgram::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_3_0);
 
-		vsProgram.waitUntilLoaded();
-		psProgram.waitUntilLoaded();
+		vsProgram.synchronize();
+		psProgram.synchronize();
 
 		mSpriteTextShader = Shader::create("TextSpriteShader");
 
@@ -163,8 +163,8 @@ namespace BansheeEngine
 		HHighLevelGpuProgram vsProgram = HighLevelGpuProgram::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
 		HHighLevelGpuProgram psProgram = HighLevelGpuProgram::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
 
-		vsProgram.waitUntilLoaded();
-		psProgram.waitUntilLoaded();
+		vsProgram.synchronize();
+		psProgram.synchronize();
 
 		mSpriteImageShader = Shader::create("ImageSpriteShader");
 

+ 4 - 4
BansheeEngine/Source/BsGLBuiltinMaterialFactory.cpp

@@ -98,8 +98,8 @@ namespace BansheeEngine
 		HHighLevelGpuProgram vsProgram = HighLevelGpuProgram::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
 		HHighLevelGpuProgram psProgram = HighLevelGpuProgram::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
 
-		vsProgram.waitUntilLoaded();
-		psProgram.waitUntilLoaded();
+		vsProgram.synchronize();
+		psProgram.synchronize();
 
 		mSpriteTextShader = Shader::create("TextSpriteShader");
 
@@ -169,8 +169,8 @@ namespace BansheeEngine
 		HHighLevelGpuProgram vsProgram = HighLevelGpuProgram::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
 		HHighLevelGpuProgram psProgram = HighLevelGpuProgram::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
 
-		vsProgram.waitUntilLoaded();
-		psProgram.waitUntilLoaded();
+		vsProgram.synchronize();
+		psProgram.synchronize();
 
 		mSpriteImageShader = Shader::create("ImageSpriteShader");
 

+ 2 - 2
CamelotClient/CamelotClient.cpp

@@ -246,8 +246,8 @@ int CALLBACK WinMain(
 	testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
 	dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
 	
-	dbgMeshRef.waitUntilLoaded();
-	testTexRef.waitUntilLoaded();
+	dbgMeshRef.synchronize();
+	testTexRef.synchronize();
 
 	testMaterial->setTexture("tex", testTexRef);
 	gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);

+ 1 - 1
CamelotCore/Include/CmCoreObject.h

@@ -57,7 +57,7 @@ o		 *
 		 * @brief	Blocks the current thread until the resource is fully initialized.
 		 * 			If you call this without calling initialize first a deadlock will occurr.
 		 */
-		void waitUntilInitialized();
+		void synchonize();
 
 		/**
 		 * @brief	Sets a shared this pointer to this object. This MUST be called immediately after construction.

+ 1 - 1
CamelotCore/Include/CmResourceHandle.h

@@ -31,7 +31,7 @@ namespace CamelotFramework
 		 * 			
 		 * @note	Careful not to call this on the thread that does the loading.
 		 */
-		void waitUntilLoaded() const;
+		void synchronize() const;
 
 		/**
 		 * @brief	Returns the UUID of the resource the handle is referring to.

+ 1 - 1
CamelotCore/Source/CmCoreObject.cpp

@@ -97,7 +97,7 @@ namespace CamelotFramework
 		}
 	}
 
-	void CoreObject::waitUntilInitialized()
+	void CoreObject::synchonize()
 	{
 		if(!isInitialized())
 		{

+ 1 - 1
CamelotCore/Source/CmGpuProgramImporter.cpp

@@ -38,7 +38,7 @@ namespace CamelotFramework
 		Vector<HGpuProgInclude>::type includes = gpuProgImportOptions->getIncludes();
 
 		HHighLevelGpuProgram gpuProgram = HighLevelGpuProgram::create(shaderSource, entryPoint, language, gptype, profile, &includes);
-		gpuProgram.waitUntilLoaded();
+		gpuProgram.synchronize();
 
 		return gpuProgram;
 	}

+ 6 - 6
CamelotCore/Source/CmMaterial.cpp

@@ -68,42 +68,42 @@ namespace CamelotFramework
 				HGpuProgram vertProgram = curPass->getVertexProgram();
 				if(vertProgram)
 				{
-					vertProgram.waitUntilLoaded();
+					vertProgram.synchronize();
 					allParamDescs.push_back(&vertProgram->getParamDesc());
 				}
 
 				HGpuProgram fragProgram = curPass->getFragmentProgram();
 				if(fragProgram)
 				{
-					fragProgram.waitUntilLoaded();
+					fragProgram.synchronize();
 					allParamDescs.push_back(&fragProgram->getParamDesc());
 				}
 
 				HGpuProgram geomProgram = curPass->getGeometryProgram();
 				if(geomProgram)
 				{
-					geomProgram.waitUntilLoaded();
+					geomProgram.synchronize();
 					allParamDescs.push_back(&geomProgram->getParamDesc());
 				}
 
 				HGpuProgram hullProgram = curPass->getHullProgram();
 				if(hullProgram)
 				{
-					hullProgram.waitUntilLoaded();
+					hullProgram.synchronize();
 					allParamDescs.push_back(&hullProgram->getParamDesc());
 				}
 
 				HGpuProgram domainProgram = curPass->getDomainProgram();
 				if(domainProgram)
 				{
-					domainProgram.waitUntilLoaded();
+					domainProgram.synchronize();
 					allParamDescs.push_back(&domainProgram->getParamDesc());
 				}
 
 				HGpuProgram computeProgram = curPass->getComputeProgram();
 				if(computeProgram)
 				{
-					computeProgram.waitUntilLoaded();
+					computeProgram.synchronize();
 					allParamDescs.push_back(&computeProgram->getParamDesc());
 				}
 			}

+ 2 - 2
CamelotCore/Source/CmResourceHandle.cpp

@@ -19,7 +19,7 @@ namespace CamelotFramework
 		return (mData->mIsCreated && mData->mPtr != nullptr); 
 	}
 
-	void ResourceHandleBase::waitUntilLoaded() const
+	void ResourceHandleBase::synchronize() const
 	{
 		if(!mData->mIsCreated)
 		{
@@ -30,7 +30,7 @@ namespace CamelotFramework
 			}
 		}
 
-		mData->mPtr->waitUntilInitialized();
+		mData->mPtr->synchonize();
 	}
 
 	void ResourceHandleBase::resolve(std::shared_ptr<Resource> ptr) 

+ 4 - 4
CamelotCore/Source/CmResources.cpp

@@ -189,7 +189,7 @@ namespace CamelotFramework
 			else
 			{
 				// Previously being loaded as async but now we want it synced, so we wait
-				existingResource.waitUntilLoaded();
+				existingResource.synchronize();
 
 				return existingResource;
 			}
@@ -240,7 +240,7 @@ namespace CamelotFramework
 	void Resources::unload(HResource resource)
 	{
 		if(!resource.isLoaded()) // If it's still loading wait until that finishes
-			resource.waitUntilLoaded();
+			resource.synchronize();
 
 		resource->destroy();
 
@@ -274,7 +274,7 @@ namespace CamelotFramework
 		if(resource == nullptr)
 			CM_EXCEPT(InvalidParametersException, "Trying to save an uninitialized resource.");
 
-		resource.waitUntilLoaded();
+		resource.synchronize();
 
 		if(metaExists_UUID(resource->getUUID()))
 			CM_EXCEPT(InvalidParametersException, "Specified resource already exists.");
@@ -308,7 +308,7 @@ namespace CamelotFramework
 	void Resources::save(HResource resource)
 	{
 		if(!resource.isLoaded())
-			resource.waitUntilLoaded();
+			resource.synchronize();
 
 		if(!metaExists_UUID(resource->getUUID()))
 			CM_EXCEPT(InvalidParametersException, "Cannot find resource meta-data. Please call Resources::create before trying to save the resource.");

+ 1 - 1
CamelotFBXImporter/Source/CmFBXImporter.cpp

@@ -50,7 +50,7 @@ namespace CamelotFramework
 
 		HMesh mesh = Mesh::create();
 
-		mesh.waitUntilLoaded();
+		mesh.synchronize();
 		gMainSyncedCA().writeSubresource(mesh.getInternalPtr(), 0, *meshData);
 		gMainSyncedCA().submitToCoreThread(true); // TODO - Possibly we can avoid this. I don't see a reason we need to wait for the update to complete.
 

+ 1 - 1
CamelotFontImporter/Source/CmFontImporter.cpp

@@ -269,7 +269,7 @@ namespace CamelotFramework
 				}
 
 				HTexture newTex = Texture::create(TEX_TYPE_2D, pageIter->width, pageIter->height, 0, PF_R8G8);
-				newTex.waitUntilLoaded();
+				newTex.synchronize();
 
 				UINT32 subresourceIdx = newTex->mapToSubresourceIdx(0, 0);
 				gMainSyncedCA().writeSubresource(newTex.getInternalPtr(), subresourceIdx, pixelData);

+ 1 - 1
CamelotFreeImgImporter/Source/CmFreeImgImporter.cpp

@@ -128,7 +128,7 @@ namespace CamelotFramework
 		HTexture newTexture = Texture::create(TEX_TYPE_2D, 
 			imgData->getWidth(), imgData->getHeight(), imgData->getNumMipmaps(), imgData->getFormat());
 
-		newTexture.waitUntilLoaded();
+		newTexture.synchronize();
 
 		for(UINT32 mip = 0; mip <= imgData->getNumMipmaps(); ++mip)
 		{

+ 0 - 1
EditorWindowDock.txt

@@ -20,7 +20,6 @@ DockContainer biggest issues:
 FIRST CREATE DOCK CONTAINER WITHOUT DRAG AND DROP SUPPORT
 
 RenderTexture issues:
- Fix up GUI render texture so it isn't transparent
  Rename waitUntilInitialized to synchronize()
  Set up a GUIViewport element which sets up a camera so it renders to that part of the window