Files
itgmania212121/stepmania/src/RageTextureManager.cpp
T
2005-06-30 22:08:29 +00:00

350 lines
11 KiB
C++

/*
* Texture garbage collection 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
* need 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 "global.h"
#include "RageTextureManager.h"
#include "RageBitmapTexture.h"
#include "arch/MovieTexture/MovieTexture.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
#include "RageDisplay.h"
#include "Foreach.h"
#include "arch/arch.h"
RageTextureManager* TEXTUREMAN = NULL;
RageTextureManager::RageTextureManager()
{
m_iNoWarnAboutOddDimensions = 0;
m_TexturePolicy = RageTextureID::TEX_DEFAULT;
}
RageTextureManager::~RageTextureManager()
{
FOREACHM( RageTextureID, RageTexture*, m_mapPathToTexture, 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 )
{
FOREACHM( RageTextureID, RageTexture*, m_mapPathToTexture, i )
{
RageTexture* pTexture = i->second;
pTexture->Update( fDeltaTime );
}
}
void RageTextureManager::AdjustTextureID( RageTextureID &ID ) const
{
if( ID.iColorDepth == -1 )
ID.iColorDepth = m_Prefs.m_iTextureColorDepth;
ID.iMaxSize = min( ID.iMaxSize, m_Prefs.m_iMaxTextureResolution );
if( m_Prefs.m_bMipMaps )
ID.bMipMaps = true;
}
bool RageTextureManager::IsTextureRegistered( RageTextureID ID ) const
{
AdjustTextureID(ID);
return m_mapPathToTexture.find(ID) != m_mapPathToTexture.end();
}
/* If you've set up a texture yourself, register it here so it can be referenced
* and deleted by ID. This takes ownership; the texture will be freed according to
* its GC policy. */
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_M( 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++;
return pTexture;
}
// The texture is not already loaded. Load it.
CString sExt = GetExtension( ID.filename );
sExt.MakeLower();
RageTexture* pTexture;
if( sExt == "avi" || sExt == "mpg" || sExt == "mpeg" )
pTexture = MakeRageMovieTexture( ID );
else
pTexture = new RageBitmapTexture( ID );
m_mapPathToTexture[ID] = pTexture;
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->GetPolicy() = min( pTexture->GetPolicy(), RageTextureID::TEX_CACHED );
UnloadTexture( pTexture );
}
void RageTextureManager::VolatileTexture( RageTextureID ID )
{
RageTexture* pTexture = LoadTextureInternal( ID );
pTexture->GetPolicy() = min( pTexture->GetPolicy(), RageTextureID::TEX_VOLATILE );
UnloadTexture( pTexture );
}
void RageTextureManager::UnloadTexture( RageTexture *t )
{
if( t == NULL )
return;
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. */
if( t->IsAMovie() )
bDeleteThis = true;
/* Delete normal textures immediately unless m_bDelayedDelete is is on. */
if( t->GetPolicy() == RageTextureID::TEX_DEFAULT && !m_Prefs.m_bDelayedDelete )
bDeleteThis = true;
/* Delete volatile textures after they've been used at least once. */
if( t->GetPolicy() == RageTextureID::TEX_VOLATILE && 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() );
FOREACHM( RageTextureID, RageTexture*, m_mapPathToTexture, 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->GetPolicy() )
{
case RageTextureID::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_Prefs.m_bDelayedDelete )
bDeleteThis = true;
break;
case RageTextureID::TEX_CACHED:
if( !m_Prefs.m_bDelayedDelete )
bDeleteThis = true;
break;
case RageTextureID::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();
/* 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. */
DoDelayedDelete();
FOREACHM( RageTextureID, RageTexture*, m_mapPathToTexture, 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()
{
FOREACHM( RageTextureID, RageTexture*, m_mapPathToTexture, i )
{
RageTexture* pTexture = i->second;
pTexture->Invalidate();
}
}
bool RageTextureManager::SetPrefs( RageTextureManagerPrefs prefs )
{
bool bNeedReload = false;
if( m_Prefs != prefs )
bNeedReload = true;
m_Prefs = prefs;
ASSERT( m_Prefs.m_iTextureColorDepth==16 || m_Prefs.m_iTextureColorDepth==32 );
ASSERT( m_Prefs.m_iMovieColorDepth==16 || m_Prefs.m_iMovieColorDepth==32 );
return bNeedReload;
}
void RageTextureManager::DiagnosticOutput() const
{
unsigned iCount = distance( m_mapPathToTexture.begin(), m_mapPathToTexture.end() );
LOG->Trace( "%u textures loaded:", iCount );
int iTotal = 0;
FOREACHM_CONST( RageTextureID, RageTexture*, m_mapPathToTexture, i )
{
const RageTextureID &ID = i->first;
const RageTexture *pTex = i->second;
CString sDiags = DISPLAY->GetTextureDiagnostics( pTex->GetTexHandle() );
CString sStr = ssprintf( "%3ix%3i (%2i)", pTex->GetTextureHeight(), pTex->GetTextureWidth(),
pTex->m_iRefCount );
if( sDiags != "" )
sStr += " " + sDiags;
LOG->Trace( " %-40s %s", sStr.c_str(), Basename(ID.filename).c_str() );
iTotal += pTex->GetTextureHeight() * pTex->GetTextureWidth();
}
LOG->Trace( "total %3i texels", iTotal );
}
/*
* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/