Files
itgmania212121/stepmania/src/RageTextureManager.cpp
T
2003-07-10 02:00:48 +00:00

372 lines
11 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: RageTextureManager
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
/* Texture policies:
*
* Default: When DelayedDelete is off, delete unused textures immediately.
* When on, only delete textures when we change themes, on DoDelayedDelete().
* This is what you get if you call LoadTexture() on a texture that isn't
* loaded.
*
* Cached: When DelayedDelete is off, delete unused textures when we change screens.
* When on, treat as Default. This is used to precache textures that aren't
* loaded immediately; use CacheTexture.
*
* Volatile: Delete unused textures once they've been used at least once. Ignore
* DelayedDelete.
*
* This is for banners. We don't want to load all low-quality banners in
* memory at once, since it might be ten megs of textures, and we don't
* *have* to, since we can reload them very quickly. We don't want to keep
* high quality textures in memory, either, although it's unlikely that a
* player could actually view all banners long enough to transition to them
* all in the course of one song select screen.
*
* Policy priority is in the order CACHED, VOLATILE, DEFAULT. Textures that are
* loaded DEFAULT can be changed to VOLATILE and CACHED; VOLATILE textures can only
* be changed to CACHED. CACHED flags are normally set explicitly on a per-texture
* basis. VOLATILE flags are set for all banners, but banners which are explicitly
* set to CACHED should stay CACHED. Finally, all textures, when they're finally used,
* are loaded as NORMAL, and that should never override.
*/
#include "RageTextureManager.h"
#include "RageBitmapTexture.h"
#include "arch/MovieTexture/MovieTexture.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
#include "RageDisplay.h"
RageTextureManager* TEXTUREMAN = NULL;
static CString GetExtension(const CString &fn)
{
CString sDir, sFName, sExt;
splitpath( fn, sDir, sFName, sExt );
sExt.MakeLower();
return sExt;
}
RageTextureManager::RageTextureManager()
{
m_iNoWarnAboutOddDimensions = 0;
}
RageTextureManager::~RageTextureManager()
{
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.filename.c_str(), pTexture->m_iRefCount );
SAFE_DELETE( pTexture );
}
}
void RageTextureManager::Update( float fDeltaTime )
{
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
pTexture->Update( fDeltaTime );
}
}
void RageTextureManager::AdjustTextureID(RageTextureID &ID) const
{
if( ID.iColorDepth == -1 )
ID.iColorDepth = m_iTextureColorDepth;
ID.iMaxSize = min( ID.iMaxSize, m_iMaxTextureResolution );
}
/* If you've set up a texture yourself, register it here so it can be referenced
* and deleted by an ID. This takes ownership. They're kept around until the
* ne*/
bool RageTextureManager::IsTextureRegistered( RageTextureID ID ) const
{
AdjustTextureID(ID);
return m_mapPathToTexture.find(ID) != m_mapPathToTexture.end();
}
void RageTextureManager::RegisterTexture( RageTextureID ID, RageTexture *pTexture )
{
AdjustTextureID(ID);
/* Make sure we don't already have a texture with this ID. If we do, the
* caller should have used it. */
std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
if(p != m_mapPathToTexture.end())
/* Oops, found the texture. */
RageException::Throw("Custom texture \"%s\" already registered!", ID.filename.c_str());
m_mapPathToTexture[ID] = pTexture;
}
// Load and unload textures from disk.
RageTexture* RageTextureManager::LoadTextureInternal( RageTextureID ID )
{
Checkpoint( ssprintf( "RageTextureManager::LoadTexture(%s).", ID.filename.c_str() ) );
AdjustTextureID(ID);
/* We could have two copies 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<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
if(p != m_mapPathToTexture.end())
{
/* Found the texture. Just increase the refcount and return it. */
RageTexture* pTexture = p->second;
pTexture->m_iRefCount++;
LOG->UnmapLog( "LoadTexture" );
return pTexture;
}
// The texture is not already loaded. Load it.
const CString sExt = GetExtension(ID.filename);
RageTexture* pTexture;
if( sExt == ".avi" || sExt == ".mpg" || sExt == ".mpeg" )
pTexture = MakeRageMovieTexture( ID );
else
pTexture = new RageBitmapTexture( ID );
m_mapPathToTexture[ID] = pTexture;
LOG->UnmapLog( "LoadTexture" );
return pTexture;
}
/* Load a normal texture. Use this call to actually use a texture. */
RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
{
RageTexture* pTexture = LoadTextureInternal( ID );
if( pTexture )
pTexture->m_bWasUsed = true;
return pTexture;
}
void RageTextureManager::CacheTexture( RageTextureID ID )
{
RageTexture* pTexture = LoadTextureInternal( ID );
pTexture->m_Policy = min( pTexture->m_Policy, RageTexture::TEX_CACHED );
UnloadTexture( pTexture );
}
void RageTextureManager::VolatileTexture( RageTextureID ID )
{
RageTexture* pTexture = LoadTextureInternal( ID );
pTexture->m_Policy = min( pTexture->m_Policy, RageTexture::TEX_VOLATILE );
UnloadTexture( pTexture );
}
void RageTextureManager::UnloadTexture( RageTexture *t )
{
t->m_iRefCount--;
ASSERT( t->m_iRefCount >= 0 );
if( t->m_iRefCount )
return; /* Can't unload textures that are still referenced. */
bool bDeleteThis = false;
/* Always unload movies, so we don't waste time decoding.
*
* Actually, multiple refs to a movie won't work; they should play independently,
* but they'll actually share settings. Not worth fixing, since we don't currently
* using movies for anything except BGAs (though we could).
*/
if( t->IsAMovie() )
bDeleteThis = true;
/* Delete normal textures immediately unless m_bDelayedDelete is is on. */
if( t->m_Policy == RageTexture::TEX_DEFAULT && !m_bDelayedDelete )
bDeleteThis = true;
/* Delete volatile textures after they've been used at least once. */
if( t->m_bWasUsed )
bDeleteThis = true;
if( bDeleteThis )
DeleteTexture( t );
}
void RageTextureManager::DeleteTexture( RageTexture *t )
{
ASSERT( t->m_iRefCount==0 );
LOG->Trace( "RageTextureManager: deleting '%s'.", t->GetID().filename.c_str() );
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); i++ )
{
if( i->second == t )
{
m_mapPathToTexture.erase( i ); // remove map entry
SAFE_DELETE( t ); // free the texture
return;
}
}
ASSERT(0); // we tried to delete a texture that wasn't loaded.
}
void RageTextureManager::GarbageCollect( GCType type )
{
// Search for old textures with refcount==0 to unload
LOG->Trace("Performing texture garbage collection.");
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); )
{
std::map<RageTextureID, RageTexture*>::iterator j = i;
i++;
CString sPath = j->first.filename;
RageTexture* t = j->second;
if( t->m_iRefCount )
continue; /* Can't unload textures that are still referenced. */
bool bDeleteThis = false;
if( type==screen_changed )
{
switch( t->m_Policy )
{
case RageTexture::TEX_DEFAULT:
/* If m_bDelayedDelete, wait until delayed_delete. If !m_bDelayedDelete,
* it should have been deleted when it reached no references, but we
* might have just changed the preference. */
if( !m_bDelayedDelete )
bDeleteThis = true;
break;
case RageTexture::TEX_CACHED:
if( !m_bDelayedDelete )
bDeleteThis = true;
break;
case RageTexture::TEX_VOLATILE:
bDeleteThis = true;
break;
default: ASSERT(0);
}
}
/* This happens when we change themes; free all textures. */
if( type==delayed_delete )
bDeleteThis = true;
if( bDeleteThis )
DeleteTexture( t );
}
}
void RageTextureManager::ReloadAll()
{
TEXTUREMAN->DisableOddDimensionWarning();
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
i->second->Reload();
}
TEXTUREMAN->EnableOddDimensionWarning();
}
/* 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 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()
{
std::map<RageTextureID, RageTexture*>::iterator i;
for( i = m_mapPathToTexture.begin(); i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
pTexture->Invalidate();
}
/* We're going to have to reload all loaded textures. Let's get rid
* of all unreferenced textures, so we don't reload a ton of cached
* data that we're not necessarily going to use.
*
* This must be done *after* we Invalidate above, to let the texture
* know its OpenGL texture number is invalid. If we don't do that,
* it'll try to free it. */
for( i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); )
{
std::map<RageTextureID, RageTexture*>::iterator j = i;
i++;
CString sPath = j->first.filename;
RageTexture* pTexture = j->second;
if( pTexture->m_iRefCount==0 )
{
SAFE_DELETE( pTexture ); // free the texture
m_mapPathToTexture.erase(j); // and remove the key in the map
}
}
}
bool RageTextureManager::SetPrefs( int iTextureColorDepth, int iMovieColorDepth, bool bDelayedDelete, int iMaxTextureResolution )
{
bool need_reload = false;
if( m_bDelayedDelete != bDelayedDelete ||
m_iMovieColorDepth != iMovieColorDepth ||
m_iTextureColorDepth != iTextureColorDepth ||
m_iMaxTextureResolution != iMaxTextureResolution )
need_reload = true;
m_bDelayedDelete = bDelayedDelete;
m_iTextureColorDepth = iTextureColorDepth;
m_iMaxTextureResolution = iMaxTextureResolution;
m_iMovieColorDepth = iMovieColorDepth;
ASSERT( m_iTextureColorDepth==16 || m_iTextureColorDepth==32 );
ASSERT( m_iMovieColorDepth==16 || m_iMovieColorDepth==32 );
return need_reload;
}
void RageTextureManager::DiagnosticOutput() const
{
unsigned cnt = distance(m_mapPathToTexture.begin(), m_mapPathToTexture.end());
LOG->Trace("%u textures loaded:", cnt);
int total = 0;
for( std::map<RageTextureID, RageTexture*>::const_iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i )
{
const RageTextureID &ID = i->first;
const RageTexture *tex = i->second;
CString diags = DISPLAY->GetTextureDiagnostics( tex->GetTexHandle() );
CString str = ssprintf("%3ix%3i (%2i)",
tex->GetTextureHeight(), tex->GetTextureWidth(),
tex->m_iRefCount);
if( diags != "" )
str += " " + diags;
LOG->Trace(" %-40s %s",
str.c_str(), Basename(ID.filename).c_str() );
total += tex->GetTextureHeight() * tex->GetTextureWidth();
}
LOG->Trace("total %3i texels", total);
}