cleanup
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@@ -1,27 +1,26 @@
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/*
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* Texture policies:
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* Texture garbage collection policies:
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*
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* Default: When DelayedDelete is off, delete unused textures immediately.
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* When on, only delete textures when we change themes, on DoDelayedDelete().
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* This is what you get if you call LoadTexture() on a texture that isn't
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* loaded.
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* This is what you get if you call LoadTexture() on a texture that isn't
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* loaded.
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*
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* Cached: When DelayedDelete is off, delete unused textures when we change screens.
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* When on, treat as Default. This is used to precache textures that aren't
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* loaded immediately; use CacheTexture.
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*
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* When on, treat as Default. This is used to precache textures that aren't
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* loaded immediately; use CacheTexture.
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*
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* Volatile: Delete unused textures once they've been used at least once. Ignore
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* DelayedDelete.
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* DelayedDelete.
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*
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* This is for banners. We don't want to load all low-quality banners in
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* memory at once, since it might be ten megs of textures, and we don't
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* *have* to, since we can reload them very quickly. We don't want to keep
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* high quality textures in memory, either, although it's unlikely that a
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* player could actually view all banners long enough to transition to them
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* all in the course of one song select screen.
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* This is for banners. We don't want to load all low-quality banners in
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* memory at once, since it might be ten megs of textures, and we don't
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* need to, since we can reload them very quickly. We don't want to keep
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* high quality textures in memory, either, although it's unlikely that a
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* player could actually view all banners long enough to transition to them
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* all in the course of one song select screen.
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*
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* Permanent: Never delete the texture.
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* This is only used for BannerCache=2 mode.
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* Permanent: Never delete the texture. This is only used for BannerCache=2 mode.
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*
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* Policy priority is in the order PERMANENT, CACHED, VOLATILE, DEFAULT. Textures that
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* are loaded DEFAULT can be changed to VOLATILE and CACHED; VOLATILE textures can only
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@@ -115,7 +114,7 @@ RageTexture* RageTextureManager::LoadTextureInternal( RageTextureID ID )
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/* We could have two copies of the same bitmap if there are equivalent but
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* different paths, e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp". */
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std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
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if(p != m_mapPathToTexture.end())
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if( p != m_mapPathToTexture.end() )
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{
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/* Found the texture. Just increase the refcount and return it. */
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RageTexture* pTexture = p->second;
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@@ -124,7 +123,7 @@ RageTexture* RageTextureManager::LoadTextureInternal( RageTextureID ID )
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}
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// The texture is not already loaded. Load it.
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CString sExt = GetExtension(ID.filename);
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CString sExt = GetExtension( ID.filename );
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sExt.MakeLower();
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RageTexture* pTexture;
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@@ -302,15 +301,15 @@ void RageTextureManager::InvalidateTextures()
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bool RageTextureManager::SetPrefs( RageTextureManagerPrefs prefs )
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{
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bool need_reload = false;
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bool bNeedReload = false;
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if( m_Prefs != prefs )
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need_reload = true;
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bNeedReload = true;
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m_Prefs = prefs;
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ASSERT( m_Prefs.m_iTextureColorDepth==16 || m_Prefs.m_iTextureColorDepth==32 );
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ASSERT( m_Prefs.m_iMovieColorDepth==16 || m_Prefs.m_iMovieColorDepth==32 );
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return need_reload;
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return bNeedReload;
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}
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void RageTextureManager::DiagnosticOutput() const
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