Update:
Looking at godot source code I found the load routine and it's seem they have a similar integrated cache as my question. Default calls to load uses a bool called p_no_cache
for enable the caching of resources, on this case the tscn, this bool is default to false, so all the load("path") calls automatically gets pooled on godot, so the answer to my question is NO, I shouldn't implement a pool for resource loading with load("path") calls, godot already take care for that.
The godot source which makes the pool on load, but requires the p_no_cache
bool on false for resource pool:
RES ResourceLoader::load(const String &p_path, const String& p_type_hint, bool p_no_cache, Error *r_error) {
...
if (!p_no_cache && ResourceCache::has(local_path)) {
return RES( ResourceCache::get(local_path ) );
}
...
}
and the declaration for that method:
static RES load(const String &p_path,const String& p_type_hint="",bool p_no_cache=false,Error *r_error=NULL);
Take note on the default parameter from bool p_no_cache
=false