Remove and update old comments.

Remove old function.
Simplify unloading logic by reversing the refcount check.
This commit is contained in:
Glenn Maynard
2003-04-19 22:37:00 +00:00
parent 147c2986e2
commit 592f829f4e
+26 -63
View File
@@ -58,21 +58,10 @@ void RageTextureManager::Update( float fDeltaTime )
//-----------------------------------------------------------------------------
RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
{
/* Don't do this; just get case right to begin with. */
// ID.filename.MakeLower();
LOG->Trace( "RageTextureManager::LoadTexture(%s).", ID.filename.GetString() );
// Convert the path to lowercase so that we don't load duplicates.
// Really, this does not solve the duplicate problem. We could have to copies
// of the same bitmap if there are equivalent but different paths
// (e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp" ).
/* This will return a texture that is equivalent to ID; here, that means it
* has the same filename. (see RageTextureID::operator<). Once we have that,
* we need to search through textures that are equivalent, looking for one
* that's equal. */
/* We could have two copies of the same bitmap if there are equivalent but
* different paths, e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp". */
std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
while(p != m_mapPathToTexture.end())
{
@@ -81,8 +70,7 @@ RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
return p->second;
}
// the texture is not already loaded. Load it.
// The texture is not already loaded. Load it.
CString sDir, sFName, sExt;
splitpath( ID.filename, sDir, sFName, sExt );
sExt.MakeLower();
@@ -97,8 +85,6 @@ RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
m_mapPathToTexture[ID] = pTexture;
// LOG->Trace( "Display: %.2f KB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem()/1000000.0f );
return pTexture;
}
@@ -114,23 +100,24 @@ void RageTextureManager::UnloadTexture( RageTexture *t )
t->m_iRefCount--;
ASSERT( t->m_iRefCount >= 0 );
if( t->m_iRefCount )
continue; /* Can't unload textures that are still referenced. */
bool bDeleteThis = false;
/* Always unload movies, so we don't waste time decoding.
*
* Actually, multiple refs to a movie won't work; they should play independently,
* but they'll actually share settings. Not worth fixing, since we don't currently
* using movies for anything except BGAs (though we could).
*/
if( t->m_iRefCount==0 )
{
bool bDeleteThis = false;
if( t->IsAMovie() )
bDeleteThis = true;
if( !m_bDelayedDelete || !t->m_bCacheThis )
bDeleteThis = true;
if( bDeleteThis )
DeleteTexture( t );
}
if( t->IsAMovie() )
bDeleteThis = true;
if( !m_bDelayedDelete || !t->m_bCacheThis )
bDeleteThis = true;
if( bDeleteThis )
DeleteTexture( t );
}
void RageTextureManager::DeleteTexture( RageTexture *t )
@@ -155,44 +142,20 @@ void RageTextureManager::GarbageCollect( GCType type )
CString sPath = j->first.filename;
RageTexture* t = j->second;
if( t->m_iRefCount==0 )
{
bool bDeleteThis = false;
if( type==cached_textures && !m_bDelayedDelete )
bDeleteThis = true;
if( type==delayed_delete )
bDeleteThis = true;
if( bDeleteThis )
DeleteTexture( t );
}
if( t->m_iRefCount )
continue; /* Can't unload textures that are still referenced. */
bool bDeleteThis = false;
if( type==cached_textures && !m_bDelayedDelete )
bDeleteThis = true;
if( type==delayed_delete )
bDeleteThis = true;
if( bDeleteThis )
DeleteTexture( t );
}
}
/*
Redundant. -Chris
void RageTextureManager::UnloadTexture( RageTextureID ID )
{
ID.filename.MakeLower();
if( ID.filename == "" )
{
//LOG->Trace( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
return;
}
LOG->Trace( "RageTextureManager::UnloadTexture(%s).", ID.filename.GetString() );
std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
if(p == m_mapPathToTexture.end())
RageException::Throw( "Tried to Unload texture '%s' that wasn't loaded.", ID.filename.GetString() );
UnloadTexture(p->second);
//LOG->Trace( "RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
}
*/
void RageTextureManager::ReloadAll()
{