remove TEX_CACHED
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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_CACHED, TEX_VOLATILE, TEX_DEFAULT } Policy;
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enum TexPolicy { TEX_VOLATILE, TEX_DEFAULT } Policy;
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void Init();
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@@ -6,10 +6,6 @@
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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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* Volatile: Delete unused textures once they've been used at least once. Ignore
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* DelayedDelete.
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*
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@@ -20,12 +16,11 @@
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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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* 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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* Policy priority is in the order VOLATILE, DEFAULT. Textures that are loaded
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* DEFAULT can be changed to VOLATILE. CACHED flags are normally set explicitly
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* on a per-texture basis. VOLATILE flags are set for all banners, but banners
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* which are explicitly set to CACHED should stay CACHED. Finally, all textures,
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* when they're finally used, are loaded as NORMAL, and that should never override.
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*/
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#include "global.h"
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@@ -144,13 +139,6 @@ RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
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return pTexture;
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}
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void RageTextureManager::CacheTexture( 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_CACHED );
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UnloadTexture( pTexture );
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}
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void RageTextureManager::VolatileTexture( RageTextureID ID )
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{
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RageTexture* pTexture = LoadTextureInternal( ID );
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@@ -234,10 +222,6 @@ void RageTextureManager::GarbageCollect( GCType type )
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if( !m_Prefs.m_bDelayedDelete )
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bDeleteThis = true;
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break;
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case RageTextureID::TEX_CACHED:
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if( !m_Prefs.m_bDelayedDelete )
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bDeleteThis = true;
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break;
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case RageTextureID::TEX_VOLATILE:
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bDeleteThis = true;
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break;
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@@ -58,7 +58,6 @@ public:
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RageTexture* LoadTexture( RageTextureID ID );
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bool IsTextureRegistered( RageTextureID ID ) const;
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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 UnloadTexture( RageTexture *t );
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void ReloadAll();
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