X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-scene-loader%2Fpublic-api%2Fresource-bundle.cpp;h=98b08bb57dc0dd8c1b906dfa9b3ee8cefcc41457;hp=9ff10f67b4045a363a84d5fbcc216fb9c59941f6;hb=f2039d47f9bed8104575da80a2ecf0bb6e37ff8d;hpb=f3e45e41c5f16ccc2538b283897ed6efb07e4ea9 diff --git a/dali-scene-loader/public-api/resource-bundle.cpp b/dali-scene-loader/public-api/resource-bundle.cpp index 9ff10f6..98b08bb 100644 --- a/dali-scene-loader/public-api/resource-bundle.cpp +++ b/dali-scene-loader/public-api/resource-bundle.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2020 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -19,12 +19,11 @@ #include "dali-scene-loader/public-api/resource-bundle.h" // EXTERNAL -#include "dali/public-api/rendering/sampler.h" -#include "dali-toolkit/public-api/image-loader/sync-image-loader.h" -#include -#include #include #include +#include +#include "dali-toolkit/public-api/image-loader/sync-image-loader.h" +#include "dali/public-api/rendering/sampler.h" namespace Dali { @@ -34,7 +33,6 @@ namespace SceneLoader { namespace { - const char* const RESOURCE_TYPE_NAMES[] = { "Environment", "Shader", @@ -42,7 +40,7 @@ const char* const RESOURCE_TYPE_NAMES[] = { "Material", }; -} // nonamespace +} // namespace const char* GetResourceTypeName(ResourceType::Value type) { @@ -64,9 +62,9 @@ void ResourceBundle::CountEnvironmentReferences(ResourceRefCounts& refCounts) co auto& environmentRefCounts = refCounts[ResourceType::Environment]; const auto& materialRefs = refCounts[ResourceType::Material]; - for (uint32_t i = 0, iEnd = materialRefs.Size(); i != iEnd; ++i) + for(uint32_t i = 0, iEnd = materialRefs.Size(); i != iEnd; ++i) { - if (materialRefs[i] > 0) + if(materialRefs[i] > 0) { ++environmentRefCounts[mMaterials[i].first.mEnvironmentIdx]; } @@ -75,36 +73,36 @@ void ResourceBundle::CountEnvironmentReferences(ResourceRefCounts& refCounts) co void ResourceBundle::LoadResources(const ResourceRefCounts& refCounts, PathProvider pathProvider, Options::Type options) { - const auto kForceLoad = MaskMatch(options, Options::ForceReload); + const auto kForceLoad = MaskMatch(options, Options::ForceReload); const auto kKeepUnused = MaskMatch(options, Options::KeepUnused); - const auto& refCountEnvMaps = refCounts[ResourceType::Environment]; - auto environmentsPath = pathProvider(ResourceType::Environment); - for (uint32_t i = 0, iEnd = refCountEnvMaps.Size(); i != iEnd; ++i) + const auto& refCountEnvMaps = refCounts[ResourceType::Environment]; + auto environmentsPath = pathProvider(ResourceType::Environment); + for(uint32_t i = 0, iEnd = refCountEnvMaps.Size(); i != iEnd; ++i) { - auto refCount = refCountEnvMaps[i]; - auto& iEnvMap = mEnvironmentMaps[i]; - if (refCount > 0 && (kForceLoad || !iEnvMap.second.IsLoaded())) + auto refCount = refCountEnvMaps[i]; + auto& iEnvMap = mEnvironmentMaps[i]; + if(refCount > 0 && (kForceLoad || !iEnvMap.second.IsLoaded())) { - auto raw = iEnvMap.first.LoadRaw(environmentsPath); + auto raw = iEnvMap.first.LoadRaw(environmentsPath); iEnvMap.second = iEnvMap.first.Load(std::move(raw)); } - else if (!kKeepUnused && refCount == 0 && iEnvMap.second.IsLoaded()) + else if(!kKeepUnused && refCount == 0 && iEnvMap.second.IsLoaded()) { - iEnvMap.second.mDiffuse = Texture(); + iEnvMap.second.mDiffuse = Texture(); iEnvMap.second.mSpecular = Texture(); } } const auto& refCountShaders = refCounts[ResourceType::Shader]; - auto shadersPath = pathProvider(ResourceType::Shader); - for (uint32_t i = 0, iEnd = refCountShaders.Size(); i != iEnd; ++i) + auto shadersPath = pathProvider(ResourceType::Shader); + for(uint32_t i = 0, iEnd = refCountShaders.Size(); i != iEnd; ++i) { - auto refCount = refCountShaders[i]; - auto& iShader = mShaders[i]; - if (refCount > 0 && (kForceLoad || !iShader.second)) + auto refCount = refCountShaders[i]; + auto& iShader = mShaders[i]; + if(refCount > 0 && (kForceLoad || !iShader.second)) { - auto raw = iShader.first.LoadRaw(shadersPath); + auto raw = iShader.first.LoadRaw(shadersPath); iShader.second = iShader.first.Load(std::move(raw)); } else if(!kKeepUnused && refCount == 0 && iShader.second) @@ -114,39 +112,39 @@ void ResourceBundle::LoadResources(const ResourceRefCounts& refCounts, PathProvi } const auto& refCountMeshes = refCounts[ResourceType::Mesh]; - auto modelsPath = pathProvider(ResourceType::Mesh); - for (uint32_t i = 0, iEnd = refCountMeshes.Size(); i != iEnd; ++i) + auto modelsPath = pathProvider(ResourceType::Mesh); + for(uint32_t i = 0, iEnd = refCountMeshes.Size(); i != iEnd; ++i) { - auto refCount = refCountMeshes[i]; - auto& iMesh = mMeshes[i]; - if (refCount > 0 && (kForceLoad || !iMesh.second.geometry)) + auto refCount = refCountMeshes[i]; + auto& iMesh = mMeshes[i]; + if(refCount > 0 && (kForceLoad || !iMesh.second.geometry)) { - auto raw = iMesh.first.LoadRaw(modelsPath); + auto raw = iMesh.first.LoadRaw(modelsPath); iMesh.second = iMesh.first.Load(std::move(raw)); } - else if (!kKeepUnused && refCount == 0 && iMesh.second.geometry) + else if(!kKeepUnused && refCount == 0 && iMesh.second.geometry) { iMesh.second.geometry = Geometry(); } } const auto& refCountMaterials = refCounts[ResourceType::Material]; - auto imagesPath = pathProvider(ResourceType::Material); - for (uint32_t i = 0, iEnd = refCountMaterials.Size(); i != iEnd; ++i) + auto imagesPath = pathProvider(ResourceType::Material); + for(uint32_t i = 0, iEnd = refCountMaterials.Size(); i != iEnd; ++i) { - auto refCount = refCountMaterials[i]; + auto refCount = refCountMaterials[i]; auto& iMaterial = mMaterials[i]; - if (refCount > 0 && (kForceLoad || !iMaterial.second)) + if(refCount > 0 && (kForceLoad || !iMaterial.second)) { - auto raw = iMaterial.first.LoadRaw(imagesPath); + auto raw = iMaterial.first.LoadRaw(imagesPath); iMaterial.second = iMaterial.first.Load(mEnvironmentMaps, std::move(raw)); } - else if (!kKeepUnused && refCount == 0 && iMaterial.second) + else if(!kKeepUnused && refCount == 0 && iMaterial.second) { iMaterial.second = TextureSet(); } } } -} -} +} // namespace SceneLoader +} // namespace Dali