Revamp texture caching system
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@@ -27,9 +27,8 @@ RageTextureManager* TEXTUREMAN = NULL;
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//-----------------------------------------------------------------------------
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// constructor/destructor
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//-----------------------------------------------------------------------------
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RageTextureManager::RageTextureManager( int iTextureColorDepth, int iSecondsBeforeUnload, int iMaxTextureResolution )
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RageTextureManager::RageTextureManager()
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{
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SetPrefs( iTextureColorDepth, iSecondsBeforeUnload, iMaxTextureResolution );
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}
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RageTextureManager::~RageTextureManager()
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@@ -103,21 +102,49 @@ RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
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return pTexture;
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}
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void RageTextureManager::GCTextures()
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void RageTextureManager::CacheTexture( RageTextureID ID )
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{
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/* If m_iSecondsBeforeUnload is 0, then we'll unload textures immediately when
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* they're no longer needed, to use as little extra memory as possible, so don't
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* bother checking for expired textures here. */
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if(!m_iSecondsBeforeUnload) return;
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RageTexture* pTexture = LoadTexture( ID );
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pTexture->m_bCacheThis |= true;
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UnloadTexture( pTexture );
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}
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static int timeLastGarbageCollect = time(NULL);
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if( timeLastGarbageCollect+m_iSecondsBeforeUnload/2 > time(NULL) )
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return;
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void RageTextureManager::UnloadTexture( RageTexture *t )
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{
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t->m_iRefCount--;
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ASSERT( t->m_iRefCount >= 0 );
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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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}
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void RageTextureManager::DeleteTexture( RageTexture *t )
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{
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ASSERT( t->m_iRefCount==0 );
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LOG->Trace( "RageTextureManager: deleting '%s'.", t->GetID().filename.GetString() );
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m_mapPathToTexture.erase( t->GetID() ); // remove map entry
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SAFE_DELETE( t ); // free the texture
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}
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void RageTextureManager::GarbageCollect( GCType type )
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{
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// Search for old textures with refcount==0 to unload
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LOG->Trace("Performing texture garbage collection");
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timeLastGarbageCollect = time(NULL);
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LOG->Trace("Performing texture garbage collection.");
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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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i != m_mapPathToTexture.end(); )
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@@ -126,16 +153,25 @@ void RageTextureManager::GCTextures()
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i++;
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CString sPath = j->first.filename;
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RageTexture* pTexture = j->second;
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if( pTexture->m_iRefCount==0 &&
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pTexture->m_iTimeOfLastUnload+m_iSecondsBeforeUnload < time(NULL) )
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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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SAFE_DELETE( pTexture ); // free the texture
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m_mapPathToTexture.erase(j); // and remove the key in the map
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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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/*
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Redundant. -Chris
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void RageTextureManager::UnloadTexture( RageTextureID ID )
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{
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@@ -155,31 +191,8 @@ void RageTextureManager::UnloadTexture( RageTextureID ID )
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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::UnloadTexture( RageTexture *t )
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{
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t->m_iRefCount--;
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t->m_iTimeOfLastUnload = time(NULL);
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ASSERT( t->m_iRefCount >= 0 );
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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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* Also, if texture caching is off, just remove it now instead of doing
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* garbage collection. */
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if( t->m_iRefCount == 0 &&
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(t->IsAMovie() || !m_iSecondsBeforeUnload ))
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{
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// LOG->Trace( "RageTextureManager: '%s' will be deleted. It has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
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m_mapPathToTexture.erase(t->GetID()); // and remove the key in the map
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SAFE_DELETE( t ); // free the texture
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}
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GCTextures();
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}
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void RageTextureManager::ReloadAll()
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{
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@@ -228,15 +241,15 @@ void RageTextureManager::InvalidateTextures()
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}
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}
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bool RageTextureManager::SetPrefs( int iTextureColorDepth, int iSecondsBeforeUnload, int iMaxTextureResolution )
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bool RageTextureManager::SetPrefs( int iTextureColorDepth, bool bDelayedDelete, int iMaxTextureResolution )
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{
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bool need_reload = false;
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if(m_iSecondsBeforeUnload != iSecondsBeforeUnload ||
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if( m_bDelayedDelete != bDelayedDelete ||
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m_iTextureColorDepth != iTextureColorDepth ||
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m_iMaxTextureResolution != iMaxTextureResolution )
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need_reload = true;
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m_iSecondsBeforeUnload = iSecondsBeforeUnload;
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m_bDelayedDelete = bDelayedDelete;
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m_iTextureColorDepth = iTextureColorDepth;
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m_iMaxTextureResolution = iMaxTextureResolution;
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