Remove and update old comments.
Remove old function. Simplify unloading logic by reversing the refcount check.
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@@ -58,21 +58,10 @@ void RageTextureManager::Update( float fDeltaTime )
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//-----------------------------------------------------------------------------
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RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
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{
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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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LOG->Trace( "RageTextureManager::LoadTexture(%s).", ID.filename.GetString() );
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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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/* 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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/* 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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while(p != m_mapPathToTexture.end())
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{
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@@ -81,8 +70,7 @@ RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
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return p->second;
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}
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// the texture is not already loaded. Load it.
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// The texture is not already loaded. Load it.
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CString sDir, sFName, sExt;
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splitpath( ID.filename, sDir, sFName, sExt );
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sExt.MakeLower();
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@@ -97,8 +85,6 @@ RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
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m_mapPathToTexture[ID] = pTexture;
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// LOG->Trace( "Display: %.2f KB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem()/1000000.0f );
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return pTexture;
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}
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@@ -114,23 +100,24 @@ void RageTextureManager::UnloadTexture( RageTexture *t )
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t->m_iRefCount--;
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ASSERT( t->m_iRefCount >= 0 );
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if( t->m_iRefCount )
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continue; /* Can't unload textures that are still referenced. */
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bool bDeleteThis = false;
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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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if( t->m_iRefCount==0 )
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{
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bool bDeleteThis = false;
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if( t->IsAMovie() )
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bDeleteThis = true;
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if( !m_bDelayedDelete || !t->m_bCacheThis )
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bDeleteThis = true;
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if( bDeleteThis )
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DeleteTexture( t );
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}
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if( t->IsAMovie() )
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bDeleteThis = true;
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if( !m_bDelayedDelete || !t->m_bCacheThis )
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bDeleteThis = true;
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if( bDeleteThis )
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DeleteTexture( t );
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}
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void RageTextureManager::DeleteTexture( RageTexture *t )
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@@ -155,44 +142,20 @@ void RageTextureManager::GarbageCollect( GCType type )
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CString sPath = j->first.filename;
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RageTexture* t = j->second;
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if( t->m_iRefCount==0 )
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{
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bool bDeleteThis = false;
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if( type==cached_textures && !m_bDelayedDelete )
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bDeleteThis = true;
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if( type==delayed_delete )
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bDeleteThis = true;
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if( bDeleteThis )
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DeleteTexture( t );
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}
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if( t->m_iRefCount )
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continue; /* Can't unload textures that are still referenced. */
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bool bDeleteThis = false;
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if( type==cached_textures && !m_bDelayedDelete )
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bDeleteThis = true;
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if( type==delayed_delete )
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bDeleteThis = true;
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if( bDeleteThis )
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DeleteTexture( t );
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}
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}
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/*
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Redundant. -Chris
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void RageTextureManager::UnloadTexture( RageTextureID ID )
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{
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ID.filename.MakeLower();
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if( ID.filename == "" )
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{
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//LOG->Trace( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
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return;
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}
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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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if(p == m_mapPathToTexture.end())
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RageException::Throw( "Tried to Unload texture '%s' that wasn't loaded.", ID.filename.GetString() );
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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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*/
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void RageTextureManager::ReloadAll()
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{
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