void resources_input::writeout_old(string env_var, resources &r) { mapping_t map; string warning = ""; if (!map_to(r, map, warning)){ cout << "DMTCP_DISCOVER_RM_ERROR=\'Cannot map initial resources into the restart allocation\'" << endl; return; } if( warning != "" ){ cout << "DMTCP_DISCOVER_RM_WARNING=\'" << warning << "\'" << endl; } cout << env_var + "=\'" << endl; for (size_t i = 0; i < r.ssize(); i++) { if (map[i].size()) { cout << ":: " + r[i].name + " :" + sorted_v[0]->mode + ": "; for (size_t j = 0; j < map[i].size(); j++) { int k = map[i][j]; string name = sorted_v[k]->name; slots_v &v = node_ckpt_map[name]; slots_v::iterator it = v.begin(); for(; it != v.end(); it++){ cout << (*it) + " "; } } cout << endl; } } cout << "\'" << endl; }
void Resources::collect(resources& r) { for (resourcesMap::const_iterator i = _resourcesMap.cbegin(); i != _resourcesMap.cend(); ++i) { spResource res = i->second; r.push_back(res); } }
void _initializeResources() { debug::log::println ("initializing resource managers ..."); _resourceManagers.configFilesManager().addFileSearchLocation ("config"); _resourceManagers.exs3dMeshesManager().addFileSearchLocation ("resources/models"); _resourceManagers.gpuProgramsManager().addFileSearchLocation ("resources/shaders"); _resourceManagers.vertexShadersManager().addFileSearchLocation ("resources/shaders"); _resourceManagers.fragmentShadersManager().addFileSearchLocation ("resources/shaders"); _resourceManagers.geometryShadersManager().addFileSearchLocation ("resources/shaders"); _resourceManagers.fontsManager().addFileSearchLocation ("resources/fonts"); _resourceManagers.texturesManager().addFileSearchLocation ("resources/textures"); _resourceManagers.addFilesSearchLocation ("resources"); }
void Resources::collect(resources& r) { #ifdef __S3E__ for (resourcesMap::const_iterator i = _resourcesMap.begin(); i != _resourcesMap.end(); ++i) #else for (resourcesMap::const_iterator i = _resourcesMap.cbegin(); i != _resourcesMap.cend(); ++i) #endif { spResource res = i->second; r.push_back(res); } }
particle_system_object::particle_system_object (const transform_d &transform, resources &res) : transformable_renderable_object (transform) { auto particleShaderId = gpu_program::id (particle_vertex_layout::alloc(), "particles/particle.vert", "particles/particle.geom", "particles/particle.frag"); auto particleShader = res.gpuProgramsManager().request (particleShaderId, res); _material = material::alloc (technique::alloc (particleShader)); _material->set ("uTexture", res.requestFromFile<texture> ("SmokeShape.png")); _generateVertexBuffer(); }
void resources_input::writeout_new(string env_var, resources &r) { mapping_t map; string warning = ""; if (!map_to(r, map, warning)){ cout << "DMTCP_DISCOVER_RM_ERROR=\'Cannot map initial resources into the restart allocation\'" << endl; return; } if( warning != "" ){ cout << "DMTCP_DISCOVER_RM_WARNING=\'" << warning << "\'" << endl; } cout << env_var + "_NODES=" << r.ssize() << endl; bool has_srv_slots = false; for (size_t i = 0; i < r.ssize(); i++) { if (map[i].size()) { int slots_cnt = 0, slot_num; for (size_t j = 0; j < map[i].size(); j++) { int k = map[i][j]; string name = sorted_v[k]->name; slots_v &v = node_ckpt_map[name]; slots_cnt += v.size(); has_srv_slots = has_srv_slots || node_map[name].srv_slots > 0; } if( !has_srv_slots ){ std::cout << env_var + "_" << r[i].id << "_SLOTS=" << slots_cnt << std::endl; slot_num = 0; for (size_t j = 0; j < map[i].size(); j++) { int k = map[i][j]; string name = sorted_v[k]->name; slots_v &v = node_ckpt_map[name]; slots_v::iterator it = v.begin(); for(; it != v.end(); it++){ std::cout << env_var + "_" << r[i].id << "_" << slot_num; std::cout << "=\'" << (*it) << "\'" << endl; slot_num++; } } }else{ slots_cnt = 1; std::cout << env_var + "_" << r[i].id << "_SLOTS=" << slots_cnt << std::endl; slot_num = 0; std::cout << env_var + "_" << r[i].id << "_" << slot_num << "=\'"; for (size_t j = 0; j < map[i].size(); j++) { int k = map[i][j]; string name = sorted_v[k]->name; slots_v &v = node_ckpt_map[name]; slots_v::iterator it = v.begin(); for(; it != v.end(); it++){ std::cout << (*it) << " " << endl; } } std::cout << "\'" << std::endl; } }else{ cout << env_var + "_" << r[i].id << "_SLOTS=0"; } } }