Made assets::data_stores thread safe.
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@@ -30,7 +30,7 @@ protected:
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resource_manager_type m_resource_manager;
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private:
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std::vector<store_type::iterator_type::value_type> m_mesh_buffer;
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std::vector<store_type::iterator::value_type> m_mesh_buffer;
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std::vector<GLuint> m_buffer_id_buffer;
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};
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}
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@@ -31,7 +31,7 @@ protected:
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resource_manager_type m_resource_manager;
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private:
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std::vector<store_type::iterator_type::value_type> m_mesh_buffer;
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std::vector<store_type::iterator::value_type> m_mesh_buffer;
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std::vector<GLuint> m_buffer_id_buffer;
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std::vector<ztu::u8> m_byte_buffer;
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@@ -31,7 +31,7 @@ protected:
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resource_manager_type m_resource_manager;
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private:
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std::vector<store_type::iterator_type::value_type> m_point_cloud_buffer;
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std::vector<store_type::iterator::value_type> m_point_cloud_buffer;
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std::vector<GLuint> m_buffer_id_buffer;
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std::vector<ztu::u8> m_byte_buffer;
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};
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@@ -1,18 +1,10 @@
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#pragma once
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#include "assets/model_geometry.hpp"
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#include "assets/components/shader_components.hpp"
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#include "assets/data/shader_source_data.hpp"
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namespace zgl
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{
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struct shader_source_metadata
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{
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assets::model_geometry::types geometry_type;
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assets::shader_components::stage stage;
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assets::shader_components::flags components{};
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assets::shader_components::flags static_enable{};
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assets::shader_components::flags dynamic_enable{};
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};
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using shader_source_metadata = assets::shader_source_data::metadata;
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}
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