BsCoreObjectCore.h 3.0 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsAsyncOp.h"
  6. namespace bs
  7. {
  8. namespace ct
  9. {
  10. /** @addtogroup CoreThread
  11. * @{
  12. */
  13. /**
  14. * Represents counterpart of a CoreObject that is meant to be used specifically on the core thread.
  15. *
  16. * @note Core thread only.
  17. * @note Different CoreObject implementations should implement this class for their own needs.
  18. */
  19. class BS_CORE_EXPORT CoreObject
  20. {
  21. protected:
  22. /** Values that represent current state of the object */
  23. enum Flags
  24. {
  25. CGCO_INITIALIZED = 0x01, /**< Object has been initialized and can be used. */
  26. CGCO_SCHEDULED_FOR_INIT = 0x02 /**< Object has been scheduled for initialization but core thread has not completed it yet. */
  27. };
  28. public:
  29. CoreObject();
  30. virtual ~CoreObject();
  31. /** Called on the core thread when the object is first created. */
  32. virtual void initialize();
  33. /** Returns a shared_ptr version of "this" pointer. */
  34. SPtr<CoreObject> getThisPtr() const { return mThis.lock(); }
  35. public: // ***** INTERNAL ******
  36. /** @name Internal
  37. * @{
  38. */
  39. /**
  40. * Sets a shared this pointer to this object. This MUST be called immediately after construction.
  41. *
  42. * @note Called automatically by the factory creation methods so user should not call this manually.
  43. */
  44. void _setThisPtr(SPtr<CoreObject> ptrThis);
  45. /** @} */
  46. protected:
  47. friend class CoreObjectManager;
  48. friend class bs::CoreObject;
  49. /**
  50. * Update internal data from provided memory buffer that was populated with data from the sim thread.
  51. *
  52. * @note
  53. * This generally happens at the start of a core thread frame. Data used was recorded on the previous sim thread
  54. * frame.
  55. */
  56. virtual void syncToCore(const CoreSyncData& data) { }
  57. /**
  58. * Blocks the current thread until the resource is fully initialized.
  59. *
  60. * @note
  61. * If you call this without calling initialize first a deadlock will occur. You should not call this from core thread.
  62. */
  63. void synchronize();
  64. /**
  65. * Returns true if the object has been properly initialized. Methods are not allowed to be called on the object
  66. * until it is initialized.
  67. */
  68. bool isInitialized() const { return (mFlags & CGCO_INITIALIZED) != 0; }
  69. bool isScheduledToBeInitialized() const { return (mFlags & CGCO_SCHEDULED_FOR_INIT) != 0; }
  70. void setIsInitialized(bool initialized) { mFlags = initialized ? mFlags | CGCO_INITIALIZED : mFlags & ~CGCO_INITIALIZED; }
  71. void setScheduledToBeInitialized(bool scheduled) { mFlags = scheduled ? mFlags | CGCO_SCHEDULED_FOR_INIT : mFlags & ~CGCO_SCHEDULED_FOR_INIT; }
  72. volatile UINT8 mFlags;
  73. std::weak_ptr<CoreObject> mThis;
  74. static Signal mCoreGpuObjectLoadedCondition;
  75. static Mutex mCoreGpuObjectLoadedMutex;
  76. };
  77. /** @} */
  78. }
  79. }