Textures are now fully ID'd by a single struct.

This commit is contained in:
Glenn Maynard
2002-12-30 02:43:52 +00:00
parent c85593bf07
commit e0b472f33e
18 changed files with 172 additions and 176 deletions
+40 -36
View File
@@ -33,19 +33,19 @@ RageTextureManager::RageTextureManager( int iTextureColorDepth, int iSecondsBefo
RageTextureManager::~RageTextureManager()
{
for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
if( pTexture->m_iRefCount )
LOG->Trace( "TEXTUREMAN LEAK: '%s', RefCount = %d.", i->first.GetString(), pTexture->m_iRefCount );
LOG->Trace( "TEXTUREMAN LEAK: '%s', RefCount = %d.", i->first.filename.GetString(), pTexture->m_iRefCount );
SAFE_DELETE( pTexture );
}
}
void RageTextureManager::Update( float fDeltaTime )
{
for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
@@ -56,11 +56,11 @@ void RageTextureManager::Update( float fDeltaTime )
//-----------------------------------------------------------------------------
// Load/Unload textures from disk
//-----------------------------------------------------------------------------
RageTexture* RageTextureManager::LoadTexture( CString sTexturePath, RageTexturePrefs prefs )
RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
{
sTexturePath.MakeLower();
ID.filename.MakeLower();
// LOG->Trace( "RageTextureManager::LoadTexture(%s).", sTexturePath.GetString() );
LOG->Trace( "RageTextureManager::LoadTexture(%s).", ID.filename.GetString() );
// holder for the new texture
RageTexture* pTexture;
@@ -70,7 +70,7 @@ RageTexture* RageTextureManager::LoadTexture( CString sTexturePath, RageTextureP
// 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<CString, RageTexture*>::iterator p = m_mapPathToTexture.find(sTexturePath);
std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
if(p != m_mapPathToTexture.end()) {
pTexture = p->second;
@@ -81,16 +81,16 @@ RageTexture* RageTextureManager::LoadTexture( CString sTexturePath, RageTextureP
else // the texture is not already loaded
{
CString sDrive, sDir, sFName, sExt;
splitpath( false, sTexturePath, sDrive, sDir, sFName, sExt );
splitpath( false, ID.filename, sDrive, sDir, sFName, sExt );
if( sExt == "avi" )
pTexture = new RageMovieTexture( sTexturePath, prefs );
pTexture = new RageMovieTexture( ID );
else
pTexture = new RageBitmapTexture( sTexturePath, prefs );
pTexture = new RageBitmapTexture( ID );
LOG->Trace( "RageTextureManager: Loaded '%s'.", sTexturePath.GetString() );
LOG->Trace( "RageTextureManager: Loaded '%s'.", ID.filename.GetString() );
m_mapPathToTexture[sTexturePath] = pTexture;
m_mapPathToTexture[ID] = pTexture;
}
// LOG->Trace( "Display: %.2f KB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem()/1000000.0f );
@@ -121,13 +121,13 @@ void RageTextureManager::GCTextures()
LOG->Trace("Performing texture garbage collection");
timeLastGarbageCollect = time(NULL);
for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); )
{
std::map<CString, RageTexture*>::iterator j = i;
std::map<RageTextureID, RageTexture*>::iterator j = i;
i++;
CString sPath = j->first;
CString sPath = j->first.filename;
RageTexture* pTexture = j->second;
if( pTexture->m_iRefCount==0 &&
pTexture->m_iTimeOfLastUnload+m_iSecondsBeforeUnload < time(NULL) )
@@ -139,26 +139,31 @@ void RageTextureManager::GCTextures()
}
void RageTextureManager::UnloadTexture( CString sTexturePath )
void RageTextureManager::UnloadTexture( RageTextureID ID )
{
sTexturePath.MakeLower();
ID.filename.MakeLower();
// LOG->Trace( "RageTextureManager::UnloadTexture(%s).", sTexturePath.GetString() );
if( sTexturePath == "" )
if( ID.filename == "" )
{
//LOG->Trace( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
return;
}
std::map<CString, RageTexture*>::iterator p = m_mapPathToTexture.find(sTexturePath);
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.", sTexturePath.GetString() );
RageException::Throw( "Tried to Unload texture '%s' that wasn't loaded.", ID.filename.GetString() );
RageTexture* pTexture = p->second;
pTexture->m_iRefCount--;
pTexture->m_iTimeOfLastUnload = time(NULL);
ASSERT( pTexture->m_iRefCount >= 0 );
UnloadTexture(p->second);
//LOG->Trace( "RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
}
void RageTextureManager::UnloadTexture( RageTexture *t )
{
t->m_iRefCount--;
t->m_iTimeOfLastUnload = time(NULL);
ASSERT( t->m_iRefCount >= 0 );
/* Always unload movies, so we don't waste time decoding.
*
@@ -168,39 +173,38 @@ void RageTextureManager::UnloadTexture( CString sTexturePath )
*
* Also, if texture caching is off, just remove it now instead of doing
* garbage collection. */
if( pTexture->m_iRefCount == 0 &&
(pTexture->IsAMovie() || !m_iSecondsBeforeUnload ))
m_iSecondsBeforeUnload = 0;
if( t->m_iRefCount == 0 &&
(t->IsAMovie() || !m_iSecondsBeforeUnload ))
{
// LOG->Trace( "RageTextureManager: '%s' will be deleted. It has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
SAFE_DELETE( pTexture ); // free the texture
m_mapPathToTexture.erase(p); // and remove the key in the map
m_mapPathToTexture.erase(t->GetID()); // and remove the key in the map
SAFE_DELETE( t ); // free the texture
}
GCTextures();
//LOG->Trace( "RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
}
void RageTextureManager::ReloadAll()
{
for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
pTexture->Reload( RageTexturePrefs() ); // this is not entirely correct. Hints are lost! XXX
pTexture->Reload( i->first );
}
}
/* In some cases, changing the display mode will reset the rendering context,
* releasing all textures. We don't want to reload immediately if that happens,
* since we might be changing texture preferences too, which also may have to reload
* textures. Instead, tell all textures that their texutre ID is invalid, so it
* textures. Instead, tell all textures that their texture ID is invalid, so it
* doesn't try to free it later when we really do reload (since that ID might be
* associated with a different texture). Ack. */
void RageTextureManager::InvalidateTextures()
{
for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;