GroveEngine/modules/BgfxRenderer/Resources/ResourceCache.cpp
StillHammer 0441a9d648 feat: UIModule - Dynamic text updates, documentation restructure, and IIO improvements
UIModule Enhancements:
- Add ui:set_text topic handler to update widget text dynamically (UILabel support)
- Add example: slider value updates linked label via game module coordination
- Add timestamp logging for IIO latency measurement (T0-T3 tracking)

Documentation Restructure:
- Split UIModule README.md (600+ lines) into focused docs:
  * docs/UI_WIDGETS.md - Widget properties and JSON configuration
  * docs/UI_TOPICS.md - IIO topics reference and usage patterns
  * docs/UI_ARCHITECTURE.md - Threading model, limitations, design principles
- Update CLAUDE.md with clear references to UIModule docs
- Add warning: "READ BEFORE WORKING ON UI" for essential docs

Asset Path Fixes:
- Change test_ui_showcase texture paths from ../../assets to assets/
- Tests now run from project root (./build/tests/test_ui_showcase)
- Add texture loading success/failure logs to TextureLoader and ResourceCache

IIO Performance:
- Re-enable batch flush thread in IntraIOManager (was disabled for debugging)
- Document message latency: ~16ms in single-threaded tests, <1ms with threading
- Clarify intentional architecture: no direct data binding, all via IIO topics

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-14 22:34:36 +07:00

239 lines
6.9 KiB
C++

#include "ResourceCache.h"
#include "TextureLoader.h"
#include "../RHI/RHIDevice.h"
#include <mutex>
#include <shared_mutex>
#include <spdlog/spdlog.h>
namespace grove {
rhi::TextureHandle ResourceCache::getTexture(const std::string& path) const {
std::shared_lock lock(m_mutex);
auto it = m_textures.find(path);
if (it != m_textures.end()) {
return it->second;
}
return rhi::TextureHandle{}; // Invalid handle
}
rhi::ShaderHandle ResourceCache::getShader(const std::string& name) const {
std::shared_lock lock(m_mutex);
auto it = m_shaders.find(name);
if (it != m_shaders.end()) {
return it->second;
}
return rhi::ShaderHandle{}; // Invalid handle
}
rhi::TextureHandle ResourceCache::getTextureById(uint16_t id) const {
std::shared_lock lock(m_mutex);
static bool logged = false;
if (!logged && id > 0) {
spdlog::info("ResourceCache::getTextureById({}) - cache size: {}", id, m_textureById.size());
logged = true;
}
if (id < m_textureById.size()) {
auto handle = m_textureById[id];
static bool handleLogged = false;
if (!handleLogged && id > 0) {
spdlog::info(" -> Found handle with id: {}, valid: {}", handle.id, handle.isValid());
handleLogged = true;
}
return handle;
}
return rhi::TextureHandle{}; // Invalid handle
}
uint16_t ResourceCache::getTextureId(const std::string& path) const {
std::shared_lock lock(m_mutex);
auto it = m_pathToTextureId.find(path);
if (it != m_pathToTextureId.end()) {
return it->second;
}
return 0; // Invalid ID
}
uint16_t ResourceCache::registerTexture(rhi::TextureHandle handle, const std::string& name) {
if (!handle.isValid()) {
return 0; // Invalid handle
}
std::unique_lock lock(m_mutex);
// Assign new ID
uint16_t newId = static_cast<uint16_t>(m_textureById.size());
if (newId == 0) {
// Reserve index 0 as invalid/default
m_textureById.push_back(rhi::TextureHandle{});
newId = 1;
}
m_textureById.push_back(handle);
if (!name.empty()) {
m_pathToTextureId[name] = newId;
m_textures[name] = handle;
}
return newId;
}
uint16_t ResourceCache::loadTextureWithId(rhi::IRHIDevice& device, const std::string& path) {
// Check if already loaded
{
std::shared_lock lock(m_mutex);
auto it = m_pathToTextureId.find(path);
if (it != m_pathToTextureId.end()) {
spdlog::info("📋 ResourceCache: Texture '{}' already loaded with ID {}", path, it->second);
return it->second;
}
}
// Load texture from file using TextureLoader (stb_image)
auto result = TextureLoader::loadFromFile(device, path);
if (!result.success) {
spdlog::error("❌ ResourceCache: FAILED to load texture '{}': {}", path, result.error);
return 0; // Invalid ID
}
// Store in cache with new ID
{
std::unique_lock lock(m_mutex);
// Double-check after acquiring exclusive lock
auto it = m_pathToTextureId.find(path);
if (it != m_pathToTextureId.end()) {
// Another thread loaded it, destroy our copy
device.destroy(result.handle);
return it->second;
}
// Assign new ID (1-based, 0 = invalid)
uint16_t newId = static_cast<uint16_t>(m_textureById.size());
if (newId == 0) {
// Reserve index 0 as invalid/default
m_textureById.push_back(rhi::TextureHandle{});
newId = 1;
}
m_textureById.push_back(result.handle);
m_pathToTextureId[path] = newId;
m_textures[path] = result.handle;
spdlog::info("✅ ResourceCache: Texture '{}' registered with ID {} (handle={})", path, newId, result.handle.id);
return newId;
}
}
rhi::TextureHandle ResourceCache::loadTexture(rhi::IRHIDevice& device, const std::string& path) {
// Check if already loaded
{
std::shared_lock lock(m_mutex);
auto it = m_textures.find(path);
if (it != m_textures.end()) {
return it->second;
}
}
// Load texture from file using TextureLoader (stb_image)
auto result = TextureLoader::loadFromFile(device, path);
if (!result.success) {
// Return invalid handle on failure
return rhi::TextureHandle{};
}
// Store in cache (also register with ID system)
{
std::unique_lock lock(m_mutex);
// Double check
auto it = m_textures.find(path);
if (it != m_textures.end()) {
device.destroy(result.handle);
return it->second;
}
m_textures[path] = result.handle;
// Also add to ID system
uint16_t newId = static_cast<uint16_t>(m_textureById.size());
if (newId == 0) {
m_textureById.push_back(rhi::TextureHandle{});
newId = 1;
}
m_textureById.push_back(result.handle);
m_pathToTextureId[path] = newId;
}
return result.handle;
}
rhi::ShaderHandle ResourceCache::loadShader(rhi::IRHIDevice& device, const std::string& name,
const void* vsData, uint32_t vsSize,
const void* fsData, uint32_t fsSize) {
// Check if already loaded
{
std::shared_lock lock(m_mutex);
auto it = m_shaders.find(name);
if (it != m_shaders.end()) {
return it->second;
}
}
rhi::ShaderDesc desc;
desc.vsData = vsData;
desc.vsSize = vsSize;
desc.fsData = fsData;
desc.fsSize = fsSize;
rhi::ShaderHandle handle = device.createShader(desc);
// Store in cache
{
std::unique_lock lock(m_mutex);
m_shaders[name] = handle;
}
return handle;
}
bool ResourceCache::hasTexture(const std::string& path) const {
std::shared_lock lock(m_mutex);
return m_textures.find(path) != m_textures.end();
}
bool ResourceCache::hasShader(const std::string& name) const {
std::shared_lock lock(m_mutex);
return m_shaders.find(name) != m_shaders.end();
}
void ResourceCache::clear(rhi::IRHIDevice& device) {
std::unique_lock lock(m_mutex);
for (auto& [path, handle] : m_textures) {
device.destroy(handle);
}
m_textures.clear();
m_textureById.clear();
m_pathToTextureId.clear();
for (auto& [name, handle] : m_shaders) {
device.destroy(handle);
}
m_shaders.clear();
}
size_t ResourceCache::getTextureCount() const {
std::shared_lock lock(m_mutex);
return m_textures.size();
}
size_t ResourceCache::getShaderCount() const {
std::shared_lock lock(m_mutex);
return m_shaders.size();
}
} // namespace grove