2003-02-16 04:01:45 +00:00
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#include "global.h"
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2001-11-04 19:34:28 +00:00
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/*
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-----------------------------------------------------------------------------
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2002-05-19 01:59:48 +00:00
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Class: RageTextureManager
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2001-11-04 19:34:28 +00:00
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2002-05-19 01:59:48 +00:00
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Desc: See header.
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2001-11-04 19:34:28 +00:00
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2002-05-19 01:59:48 +00:00
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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2001-11-04 19:34:28 +00:00
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-----------------------------------------------------------------------------
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*/
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2001-11-03 10:52:42 +00:00
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//-----------------------------------------------------------------------------
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// Includes
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//-----------------------------------------------------------------------------
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#include "RageTextureManager.h"
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#include "RageBitmapTexture.h"
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2003-02-19 23:53:19 +00:00
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#if !defined(LINUX)
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# include "RageMovieTexture.h"
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#endif
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2001-11-03 10:52:42 +00:00
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#include "RageUtil.h"
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2002-05-01 19:14:55 +00:00
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#include "RageLog.h"
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2002-07-27 19:29:51 +00:00
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#include "RageException.h"
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2003-01-03 05:29:45 +00:00
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#include "time.h"
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2002-06-14 22:25:22 +00:00
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2002-05-19 01:59:48 +00:00
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RageTextureManager* TEXTUREMAN = NULL;
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2001-11-03 10:52:42 +00:00
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//-----------------------------------------------------------------------------
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// constructor/destructor
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//-----------------------------------------------------------------------------
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2003-01-11 20:15:00 +00:00
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RageTextureManager::RageTextureManager( int iTextureColorDepth, int iSecondsBeforeUnload, int iMaxTextureResolution )
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2001-11-03 10:52:42 +00:00
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{
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2003-01-11 20:15:00 +00:00
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SetPrefs( iTextureColorDepth, iSecondsBeforeUnload, iMaxTextureResolution );
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2001-11-03 10:52:42 +00:00
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}
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RageTextureManager::~RageTextureManager()
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{
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2002-12-30 02:43:52 +00:00
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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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2002-09-07 08:20:10 +00:00
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i != m_mapPathToTexture.end(); ++i)
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2001-11-03 10:52:42 +00:00
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{
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2002-09-07 08:20:10 +00:00
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RageTexture* pTexture = i->second;
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2002-10-12 01:15:39 +00:00
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if( pTexture->m_iRefCount )
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2002-12-30 02:43:52 +00:00
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LOG->Trace( "TEXTUREMAN LEAK: '%s', RefCount = %d.", i->first.filename.GetString(), pTexture->m_iRefCount );
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2002-03-30 20:00:13 +00:00
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SAFE_DELETE( pTexture );
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2001-11-03 10:52:42 +00:00
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}
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}
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2002-11-28 20:48:00 +00:00
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void RageTextureManager::Update( float fDeltaTime )
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{
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2002-12-30 02:43:52 +00:00
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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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2002-11-28 20:48:00 +00:00
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i != m_mapPathToTexture.end(); ++i)
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{
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RageTexture* pTexture = i->second;
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pTexture->Update( fDeltaTime );
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}
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}
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2001-11-03 10:52:42 +00:00
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//-----------------------------------------------------------------------------
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// Load/Unload textures from disk
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//-----------------------------------------------------------------------------
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2002-12-30 02:43:52 +00:00
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RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
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2001-11-03 10:52:42 +00:00
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{
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2003-02-15 00:12:31 +00:00
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/* Don't do this; just get case right to begin with. */
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// ID.filename.MakeLower();
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2002-03-30 20:00:13 +00:00
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2002-12-30 02:43:52 +00:00
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LOG->Trace( "RageTextureManager::LoadTexture(%s).", ID.filename.GetString() );
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2001-11-03 10:52:42 +00:00
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// Convert the path to lowercase so that we don't load duplicates.
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// Really, this does not solve the duplicate problem. We could have to copies
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// of the same bitmap if there are equivalent but different paths
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// (e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp" ).
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2003-01-09 02:58:16 +00:00
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/* This will return a texture that is equivalent to ID; here, that means it
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* has the same filename. (see RageTextureID::operator<). Once we have that,
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* we need to search through textures that are equivalent, looking for one
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* that's equal. */
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2002-12-30 02:43:52 +00:00
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std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
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2003-01-09 02:58:16 +00:00
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while(p != m_mapPathToTexture.end())
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2001-11-03 10:52:42 +00:00
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{
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2003-02-12 22:32:04 +00:00
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/* Found the texture. Just increase the refcount and return it. */
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p->second->m_iRefCount++;
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return p->second;
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2003-01-09 02:58:16 +00:00
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}
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2003-01-11 20:15:00 +00:00
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// the texture is not already loaded. Load it.
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2003-01-16 22:49:22 +00:00
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CString sDir, sFName, sExt;
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splitpath( ID.filename, sDir, sFName, sExt );
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2001-11-03 10:52:42 +00:00
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2003-01-09 02:58:16 +00:00
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RageTexture* pTexture;
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2003-02-19 18:13:06 +00:00
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#ifndef LINUX
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2003-01-25 08:11:03 +00:00
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if( sExt == ".avi" || sExt == ".mpg" || sExt == ".mpeg" )
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2003-01-09 02:58:16 +00:00
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pTexture = new RageMovieTexture( ID );
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else
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pTexture = new RageBitmapTexture( ID );
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2003-02-19 18:13:06 +00:00
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#else
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pTexture = new RageBitmapTexture(ID);
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#endif
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2002-01-24 08:01:24 +00:00
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2003-01-24 02:18:03 +00:00
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// LOG->Trace( "RageTextureManager: Loaded '%s'.", ID.filename.GetString() );
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2002-04-28 20:42:32 +00:00
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2003-01-09 02:58:16 +00:00
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m_mapPathToTexture[ID] = pTexture;
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2001-11-03 10:52:42 +00:00
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2002-08-03 18:40:09 +00:00
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// LOG->Trace( "Display: %.2f KB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem()/1000000.0f );
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2002-06-29 11:59:09 +00:00
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2001-11-03 10:52:42 +00:00
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return pTexture;
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}
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2002-01-16 10:01:32 +00:00
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bool RageTextureManager::IsTextureLoaded( CString sTexturePath )
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{
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sTexturePath.MakeLower();
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2002-03-30 20:00:13 +00:00
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2002-09-07 08:20:10 +00:00
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return m_mapPathToTexture.find(sTexturePath) != m_mapPathToTexture.end();
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2002-01-16 10:01:32 +00:00
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}
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2002-10-19 19:18:40 +00:00
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void RageTextureManager::GCTextures()
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{
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/* If m_iSecondsBeforeUnload is 0, then we'll unload textures immediately when
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* they're no longer needed, to use as little extra memory as possible, so don't
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* bother checking for expired textures here. */
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if(!m_iSecondsBeforeUnload) return;
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static int timeLastGarbageCollect = time(NULL);
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if( timeLastGarbageCollect+m_iSecondsBeforeUnload/2 > time(NULL) )
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return;
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// Search for old textures with refcount==0 to unload
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LOG->Trace("Performing texture garbage collection");
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timeLastGarbageCollect = time(NULL);
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2002-12-30 02:43:52 +00:00
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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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2002-10-19 19:18:40 +00:00
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i != m_mapPathToTexture.end(); )
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{
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2002-12-30 02:43:52 +00:00
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std::map<RageTextureID, RageTexture*>::iterator j = i;
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2002-10-19 19:18:40 +00:00
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i++;
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2002-12-30 02:43:52 +00:00
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CString sPath = j->first.filename;
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2002-10-19 19:18:40 +00:00
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RageTexture* pTexture = j->second;
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if( pTexture->m_iRefCount==0 &&
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pTexture->m_iTimeOfLastUnload+m_iSecondsBeforeUnload < time(NULL) )
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{
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SAFE_DELETE( pTexture ); // free the texture
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m_mapPathToTexture.erase(j); // and remove the key in the map
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}
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}
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}
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2002-12-30 02:43:52 +00:00
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void RageTextureManager::UnloadTexture( RageTextureID ID )
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2001-11-03 10:52:42 +00:00
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{
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2002-12-30 02:43:52 +00:00
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ID.filename.MakeLower();
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2001-11-03 10:52:42 +00:00
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2002-12-30 02:43:52 +00:00
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if( ID.filename == "" )
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2001-11-03 10:52:42 +00:00
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{
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2002-07-31 19:40:40 +00:00
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//LOG->Trace( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
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2001-11-03 10:52:42 +00:00
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return;
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}
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2002-12-30 02:43:52 +00:00
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LOG->Trace( "RageTextureManager::UnloadTexture(%s).", ID.filename.GetString() );
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std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
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2002-09-07 08:20:10 +00:00
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if(p == m_mapPathToTexture.end())
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2002-12-30 02:43:52 +00:00
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RageException::Throw( "Tried to Unload texture '%s' that wasn't loaded.", ID.filename.GetString() );
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2001-11-03 10:52:42 +00:00
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2002-10-19 19:18:40 +00:00
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RageTexture* pTexture = p->second;
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2002-12-30 02:43:52 +00:00
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UnloadTexture(p->second);
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//LOG->Trace( "RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
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}
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void RageTextureManager::UnloadTexture( RageTexture *t )
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{
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t->m_iRefCount--;
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t->m_iTimeOfLastUnload = time(NULL);
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ASSERT( t->m_iRefCount >= 0 );
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2002-10-19 19:18:40 +00:00
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/* Always unload movies, so we don't waste time decoding.
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*
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* Actually, multiple refs to a movie won't work; they should play independently,
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* but they'll actually share settings. Not worth fixing, since we don't currently
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* using movies for anything except BGAs (though we could).
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*
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* Also, if texture caching is off, just remove it now instead of doing
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* garbage collection. */
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2002-12-30 02:43:52 +00:00
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if( t->m_iRefCount == 0 &&
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(t->IsAMovie() || !m_iSecondsBeforeUnload ))
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2002-09-07 08:20:10 +00:00
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{
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2002-10-29 07:58:44 +00:00
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// LOG->Trace( "RageTextureManager: '%s' will be deleted. It has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
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2002-12-30 02:43:52 +00:00
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m_mapPathToTexture.erase(t->GetID()); // and remove the key in the map
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SAFE_DELETE( t ); // free the texture
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2002-09-21 16:29:14 +00:00
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}
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2002-10-19 19:18:40 +00:00
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GCTextures();
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2001-11-03 10:52:42 +00:00
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}
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2002-04-28 20:42:32 +00:00
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void RageTextureManager::ReloadAll()
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{
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2002-12-30 02:43:52 +00:00
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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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2002-09-07 08:20:10 +00:00
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i != m_mapPathToTexture.end(); ++i)
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2002-04-28 20:42:32 +00:00
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{
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2003-01-26 00:56:13 +00:00
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i->second->Reload();
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2002-04-28 20:42:32 +00:00
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}
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2002-09-07 20:32:50 +00:00
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}
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2002-11-12 09:21:44 +00:00
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/* In some cases, changing the display mode will reset the rendering context,
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* releasing all textures. We don't want to reload immediately if that happens,
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* since we might be changing texture preferences too, which also may have to reload
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2002-12-30 02:43:52 +00:00
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* textures. Instead, tell all textures that their texture ID is invalid, so it
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2002-11-12 09:21:44 +00:00
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* doesn't try to free it later when we really do reload (since that ID might be
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* associated with a different texture). Ack. */
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void RageTextureManager::InvalidateTextures()
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2002-09-07 20:32:50 +00:00
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{
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2003-01-21 10:32:08 +00:00
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std::map<RageTextureID, RageTexture*>::iterator i;
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for( i = m_mapPathToTexture.begin(); i != m_mapPathToTexture.end(); ++i)
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{
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RageTexture* pTexture = i->second;
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pTexture->Invalidate();
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}
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2003-01-20 22:12:43 +00:00
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/* We're going to have to reload all loaded textures. Let's get rid
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* of all unreferenced textures, so we don't reload a ton of cached
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2003-01-21 10:32:08 +00:00
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* data that we're not necessarily going to use.
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*
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* This must be done *after* we Invalidate above, to let the texture
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* know its OpenGL texture number is invalid. If we don't do that,
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* it'll try to free it. */
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2003-01-20 22:12:43 +00:00
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for( i = m_mapPathToTexture.begin();
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i != m_mapPathToTexture.end(); )
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{
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std::map<RageTextureID, RageTexture*>::iterator j = i;
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i++;
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CString sPath = j->first.filename;
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RageTexture* pTexture = j->second;
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if( pTexture->m_iRefCount==0 )
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{
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SAFE_DELETE( pTexture ); // free the texture
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m_mapPathToTexture.erase(j); // and remove the key in the map
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}
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}
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2002-11-12 09:21:44 +00:00
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}
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2003-01-11 20:15:00 +00:00
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bool RageTextureManager::SetPrefs( int iTextureColorDepth, int iSecondsBeforeUnload, int iMaxTextureResolution )
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2002-11-12 09:21:44 +00:00
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{
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bool need_reload = false;
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if(m_iSecondsBeforeUnload != iSecondsBeforeUnload ||
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2003-01-11 20:15:00 +00:00
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m_iTextureColorDepth != iTextureColorDepth ||
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m_iMaxTextureResolution != iMaxTextureResolution )
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2002-11-12 09:21:44 +00:00
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need_reload = true;
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2002-10-19 19:18:40 +00:00
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m_iSecondsBeforeUnload = iSecondsBeforeUnload;
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2002-09-18 20:42:33 +00:00
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m_iTextureColorDepth = iTextureColorDepth;
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2003-01-11 20:15:00 +00:00
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m_iMaxTextureResolution = iMaxTextureResolution;
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2002-11-12 09:21:44 +00:00
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2002-11-11 04:53:31 +00:00
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ASSERT( m_iTextureColorDepth==16 || m_iTextureColorDepth==32 );
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2002-11-12 09:21:44 +00:00
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return need_reload;
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2002-09-07 20:32:50 +00:00
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}
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