remove TEX_PERMANENT
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@@ -55,7 +55,7 @@ struct RageTextureID
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* Note that this property is not considered for ordering/equality. Loading
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* a texture with a different loading policy will reuse the same texture with
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* a different policy. */
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enum TexPolicy { TEX_PERMANENT, TEX_CACHED, TEX_VOLATILE, TEX_DEFAULT } Policy;
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enum TexPolicy { TEX_CACHED, TEX_VOLATILE, TEX_DEFAULT } Policy;
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void Init();
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@@ -20,14 +20,12 @@
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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. 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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* be changed to CACHED. CACHED flags are normally set explicitly on a per-texture
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* basis. VOLATILE flags are set for all banners, but banners which are explicitly
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* set to CACHED should stay CACHED. Finally, all textures, when they're finally used,
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* are loaded as NORMAL, and that should never override.
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* Policy priority is in the order CACHED, VOLATILE, DEFAULT. Textures that are loaded
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* DEFAULT can be changed to VOLATILE and CACHED; VOLATILE textures can only be changed
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* to CACHED. CACHED flags are normally set explicitly on a per-texture basis. VOLATILE
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* flags are set for all banners, but banners which are explicitly set to CACHED should
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* stay CACHED. Finally, all textures, when they're finally used, are loaded as NORMAL,
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* and that should never override.
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*/
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#include "global.h"
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@@ -160,13 +158,6 @@ void RageTextureManager::VolatileTexture( RageTextureID ID )
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UnloadTexture( pTexture );
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}
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void RageTextureManager::PermanentTexture( RageTextureID ID )
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{
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RageTexture* pTexture = LoadTextureInternal( ID );
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pTexture->GetPolicy() = min( pTexture->GetPolicy(), RageTextureID::TEX_PERMANENT );
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UnloadTexture( pTexture );
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}
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void RageTextureManager::UnloadTexture( RageTexture *t )
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{
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if( t == NULL )
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@@ -178,8 +169,6 @@ void RageTextureManager::UnloadTexture( RageTexture *t )
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if( t->m_iRefCount )
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return; /* Can't unload textures that are still referenced. */
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if( t->GetPolicy() == RageTextureID::TEX_PERMANENT )
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return; /* Never unload TEX_PERMANENT textures. */
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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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@@ -232,8 +221,6 @@ void RageTextureManager::GarbageCollect( GCType type )
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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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if( t->GetPolicy() == RageTextureID::TEX_PERMANENT )
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return; /* Never unload TEX_PERMANENT textures. */
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bool bDeleteThis = false;
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if( type==screen_changed )
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@@ -60,7 +60,6 @@ public:
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void RegisterTexture( RageTextureID ID, RageTexture *p );
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void CacheTexture( RageTextureID ID );
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void VolatileTexture( RageTextureID ID );
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void PermanentTexture( RageTextureID ID );
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void UnloadTexture( RageTexture *t );
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void ReloadAll();
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