Files
itgmania212121/stepmania/src/BannerCache.cpp
T
Chris Danford bc6c7c89bc move PixelFormat outside of RageDisplay because so many classes outside of RageDisplay use it.
Log PixelFormat strings instead of numbers for easier to read logs.
2005-09-29 17:15:12 +00:00

527 lines
16 KiB
C++

#include "global.h"
#include "BannerCache.h"
#include "Foreach.h"
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageSurface_Load.h"
#include "SongCacheIndex.h"
#include "Sprite.h"
#include "PrefsManager.h"
#include "RageDisplay.h"
#include "RageTexture.h"
#include "RageTextureManager.h"
#include "RageSurface.h"
#include "RageSurfaceUtils.h"
#include "RageSurfaceUtils_Palettize.h"
#include "RageSurfaceUtils_Dither.h"
#include "RageSurfaceUtils_Zoom.h"
#include "Banner.h"
#define CACHE_DIR "Cache/"
#define BANNER_CACHE_INDEX CACHE_DIR "banners.cache"
/* Call CacheBanner to cache a banner by path. If the banner is already
* cached, it'll be recreated. This is efficient if the banner hasn't changed,
* but we still only do this in TidyUpData for songs.
*
* Call LoadBanner to load a cached banner into main memory. This will call
* CacheBanner only if needed. This will not do a date/size check; call CacheBanner
* directly if you need that.
*
* Call LoadCachedBanner to load a banner into a texture and retrieve an ID
* for it. You can check if the banner was actually preloaded by calling
* TEXTUREMAN->IsTextureRegistered() on the ID; it might not be if the banner cache
* is missing or disabled.
*
* Note that each cache entries has two hashes. The cache path is based soley
* on the pathname; this way, loading the cache doesn't have to do a stat on every
* banner. The full hash includes the file size and date, and is used only by
* CacheBanner to avoid doing extra work.
*/
BannerCache *BANNERCACHE;
static map<CString,RageSurface *> g_BannerPathToImage;
static int g_iDemandRefcount = 0;
CString BannerCache::GetBannerCachePath( CString BannerPath )
{
return SongCacheIndex::GetCacheFilePath( "Banners", BannerPath );
}
/* If in on-demand mode, load all cached banners. This must be fast, so
* cache files will not be created if they don't exist; that should be done
* by CacheBanner or LoadBanner on startup. */
void BannerCache::Demand()
{
++g_iDemandRefcount;
if( g_iDemandRefcount > 1 )
return;
if( PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_LOW_RES_LOAD_ON_DEMAND )
return;
FOREACH_Child( &BannerData, p )
{
CString sBannerPath = p->m_sName;
if( g_BannerPathToImage.find(sBannerPath) != g_BannerPathToImage.end() )
continue; /* already loaded */
const CString CachePath = GetBannerCachePath(sBannerPath);
RageSurface *img = RageSurfaceUtils::LoadSurface( CachePath );
if( img == NULL )
{
continue; /* doesn't exist */
}
g_BannerPathToImage[sBannerPath] = img;
}
}
/* Release banners loaded on demand. */
void BannerCache::Undemand()
{
--g_iDemandRefcount;
if( g_iDemandRefcount != 0 )
return;
if( PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_LOW_RES_LOAD_ON_DEMAND )
return;
UnloadAllBanners();
}
/* If in a low-res banner mode, load a low-res banner into memory, creating
* the cache file if necessary. Unlike CacheBanner(), the original file will
* not be examined unless the cached banner doesn't exist, so the banner will
* not be updated if the original file changes, for efficiency. */
void BannerCache::LoadBanner( CString BannerPath )
{
if( BannerPath == "" )
return; // nothing to do
if( PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_LOW_RES_PRELOAD &&
PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_LOW_RES_LOAD_ON_DEMAND )
return;
/* Load it. */
const CString CachePath = GetBannerCachePath(BannerPath);
for( int tries = 0; tries < 2; ++tries )
{
if( g_BannerPathToImage.find(BannerPath) != g_BannerPathToImage.end() )
return; /* already loaded */
CHECKPOINT_M( ssprintf( "BannerCache::LoadBanner: %s", CachePath.c_str() ) );
RageSurface *img = RageSurfaceUtils::LoadSurface( CachePath );
if( img == NULL )
{
if(tries == 0)
{
/* The file doesn't exist. It's possible that the banner cache file is
* missing, so try to create it. Don't do this first, for efficiency. */
LOG->Trace( "Cached banner load of '%s' ('%s') failed, trying to cache ...", BannerPath.c_str(), CachePath.c_str() );
/* Skip the up-to-date check; it failed to load, so it can't be up
* to date. */
CacheBannerInternal( BannerPath );
continue;
}
else
{
LOG->Trace( "Cached banner load of '%s' ('%s') failed", BannerPath.c_str(), CachePath.c_str() );
return;
}
}
g_BannerPathToImage[BannerPath] = img;
}
}
void BannerCache::OutputStats() const
{
map<CString,RageSurface *>::const_iterator ban;
int total_size = 0;
for( ban = g_BannerPathToImage.begin(); ban != g_BannerPathToImage.end(); ++ban )
{
RageSurface * const &img = ban->second;
const int size = img->pitch * img->h;
total_size += size;
}
LOG->Info( "%i bytes of banners loaded", total_size );
}
void BannerCache::UnloadAllBanners()
{
map<CString,RageSurface *>::iterator it;
for( it = g_BannerPathToImage.begin(); it != g_BannerPathToImage.end(); ++it )
delete it->second;
g_BannerPathToImage.clear();
}
BannerCache::BannerCache()
{
BannerData.ReadFile( BANNER_CACHE_INDEX ); // don't care if this fails
}
BannerCache::~BannerCache()
{
UnloadAllBanners();
}
struct BannerTexture: public RageTexture
{
unsigned m_uTexHandle;
unsigned GetTexHandle() const { return m_uTexHandle; }; // accessed by RageDisplay
/* This is a reference to a pointer in g_BannerPathToImage. */
RageSurface *&img;
int width, height;
BannerTexture( RageTextureID name, RageSurface *&img_, int width_, int height_ ):
RageTexture(name), img(img_), width(width_), height(height_)
{
Create();
}
~BannerTexture()
{
Destroy();
}
void Create()
{
ASSERT( img );
/* The image is preprocessed; do as little work as possible. */
/* The source width is the width of the original file. */
m_iSourceWidth = width;
m_iSourceHeight = height;
/* The image width (within the texture) is always the entire texture.
* Only resize if the max texture size requires it; since these images
* are already scaled down, this shouldn't happen often. */
if( img->w > DISPLAY->GetMaxTextureSize() ||
img->h > DISPLAY->GetMaxTextureSize() )
{
LOG->Warn("Converted %s at runtime", GetID().filename.c_str() );
int width = min( img->w, DISPLAY->GetMaxTextureSize() );
int height = min( img->h, DISPLAY->GetMaxTextureSize() );
RageSurfaceUtils::Zoom( img, width, height );
}
/* We did this when we cached it. */
ASSERT( img->w == power_of_two(img->w) );
ASSERT( img->h == power_of_two(img->h) );
m_iTextureWidth = m_iImageWidth = img->w;
m_iTextureHeight = m_iImageHeight = img->h;
/* Find a supported texture format. If it happens to match the stored
* file, we won't have to do any conversion here, and that'll happen often
* with paletted images. */
PixelFormat pf = img->format->BitsPerPixel == 8? PixelFormat_PAL: PixelFormat_RGB5A1;
if( !DISPLAY->SupportsTextureFormat(pf) )
pf = PixelFormat_RGBA4;
ASSERT( DISPLAY->SupportsTextureFormat(pf) );
ASSERT(img);
m_uTexHandle = DISPLAY->CreateTexture( pf, img, false );
CreateFrameRects();
}
void Destroy()
{
if( m_uTexHandle )
DISPLAY->DeleteTexture( m_uTexHandle );
m_uTexHandle = 0;
}
void Reload()
{
Destroy();
Create();
}
void Invalidate()
{
m_uTexHandle = 0; /* don't Destroy() */
}
};
/* If a banner is cached, get its ID for use. */
RageTextureID BannerCache::LoadCachedBanner( CString BannerPath )
{
RageTextureID ID( GetBannerCachePath(BannerPath) );
if( BannerPath == "" )
return ID;
LOG->Trace("BannerCache::LoadCachedBanner(%s): %s", BannerPath.c_str(), ID.filename.c_str() );
/* Hack: make sure Banner::Load doesn't change our return value and end up
* reloading. */
ID = Sprite::SongBannerTexture(ID);
/* It's not in a texture. Do we have it loaded? */
if( g_BannerPathToImage.find(BannerPath) == g_BannerPathToImage.end() )
{
/* Oops, the image is missing. Warn and continue. */
LOG->Warn( "Banner cache for '%s' wasn't loaded", BannerPath.c_str() );
return ID;
}
/* This is a reference to a pointer. BannerTexture's ctor may change it
* when converting; this way, the conversion will end up in the map so we
* only have to convert once. */
RageSurface *&img = g_BannerPathToImage[BannerPath];
ASSERT( img );
int src_width = 0, src_height = 0;
bool WasRotatedBanner = false;
BannerData.GetValue( BannerPath, "Width", src_width );
BannerData.GetValue( BannerPath, "Height", src_height );
BannerData.GetValue( BannerPath, "Rotated", WasRotatedBanner );
if(src_width == 0 || src_height == 0)
{
LOG->Warn("Couldn't load '%s'", BannerPath.c_str() );
return ID;
}
if( WasRotatedBanner )
{
/* We need to tell Sprite that this was originally a rotated
* sprite. */
ID.filename += "(was rotated)";
}
/* Is the banner already in a texture? */
if( TEXTUREMAN->IsTextureRegistered(ID) )
return ID; /* It's all set. */
LOG->Trace("Loading banner texture %s; src %ix%i; image %ix%i",
ID.filename.c_str(), src_width, src_height, img->w, img->h );
RageTexture *pTexture = new BannerTexture( ID, img, src_width, src_height );
ID.Policy = RageTextureID::TEX_VOLATILE;
TEXTUREMAN->RegisterTexture( ID, pTexture );
TEXTUREMAN->UnloadTexture( pTexture );
return ID;
}
static inline int closest( int num, int n1, int n2 )
{
if( abs(num - n1) > abs(num - n2) )
return n2;
return n1;
}
/* Create or update the banner cache file as necessary. If in preload mode,
* load the cache file, too. (This is done at startup.) */
void BannerCache::CacheBanner( CString BannerPath )
{
if( PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_LOW_RES_PRELOAD &&
PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_LOW_RES_LOAD_ON_DEMAND )
return;
CHECKPOINT_M( BannerPath );
if( !DoesFileExist(BannerPath) )
return;
const CString CachePath = GetBannerCachePath(BannerPath);
/* Check the full file hash. If it's the loaded and identical, don't recache. */
if( DoesFileExist(CachePath) )
{
bool bCacheUpToDate = PREFSMAN->m_bFastLoad;
if( !bCacheUpToDate )
{
unsigned CurFullHash;
const unsigned FullHash = GetHashForFile( BannerPath );
if( BannerData.GetValue( BannerPath, "FullHash", CurFullHash ) && CurFullHash == FullHash )
bCacheUpToDate = true;
}
if( bCacheUpToDate )
{
/* It's identical. Just load it, if in preload. */
if( PREFSMAN->m_BannerCache == PrefsManager::BNCACHE_LOW_RES_PRELOAD )
LoadBanner( BannerPath );
return;
}
}
/* The cache file doesn't exist, or is out of date. Cache it. This
* will also load the cache into memory if in PRELOAD. */
CacheBannerInternal( BannerPath );
}
void BannerCache::CacheBannerInternal( CString BannerPath )
{
CString error;
RageSurface *img = RageSurfaceUtils::LoadFile( BannerPath, error );
if( img == NULL )
{
LOG->Warn( "BannerCache::CacheBanner: Couldn't load %s: %s", BannerPath.c_str(), error.c_str() );
return;
}
bool WasRotatedBanner = false;
if( Sprite::IsDiagonalBanner(img->w , img->h) )
{
/* Ack. It's a diagonal banner. Problem: if we resize a diagonal banner, we
* get ugly checker patterns. We need to un-rotate it.
*
* If we spin the banner by hand, we need to do a linear filter, or the
* fade to the full resolution banner is misaligned, which looks strange.
*
* To do a linear filter, we need to lose the palette. Oh well.
*
* This also makes the banner take less memory, though that could also be
* done by RLEing the surface.
*/
RageSurfaceUtils::ApplyHotPinkColorKey( img );
RageSurfaceUtils::ConvertSurface(img, img->w, img->h, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
RageSurface *dst = CreateSurface(
256, 64, img->format->BitsPerPixel,
img->format->Rmask, img->format->Gmask, img->format->Bmask, img->format->Amask );
if( img->format->BitsPerPixel == 8 )
{
ASSERT( img->format->palette );
dst->fmt.palette = img->fmt.palette;
}
const float fCustomImageCoords[8] = {
0.02f, 0.78f, // top left
0.22f, 0.98f, // bottom left
0.98f, 0.22f, // bottom right
0.78f, 0.02f, // top right
};
RageSurfaceUtils::BlitTransform( img, dst, fCustomImageCoords );
delete img;
img = dst;
WasRotatedBanner = true;
}
const int src_width = img->w, src_height = img->h;
int width = img->w / 2, height = img->h / 2;
// int width = img->w, height = img->h;
/* Round to the nearest power of two. This simplifies the actual texture load. */
width = closest(width, power_of_two(width), power_of_two(width) / 2);
height = closest(height, power_of_two(height), power_of_two(height) / 2);
/* Don't resize the image to less than 32 pixels in either dimension or the next
* power of two of the source (whichever is smaller); it's already very low res. */
width = max( width, min(32, power_of_two(src_width)) );
height = max( height, min(32, power_of_two(src_height)) );
RageSurfaceUtils::ApplyHotPinkColorKey( img );
RageSurfaceUtils::Zoom( img, width, height );
/*
* When paletted banner cache is enabled, cached banners are paletted. Cached
* 32-bit banners take 1/16 as much memory, 16-bit banners take 1/8, and paletted
* banners take 1/4.
*
* When paletted banner cache is disabled, cached banners are stored in 16-bit
* RGBA. Cached 32-bit banners take 1/8 as much memory, cached 16-bit banners
* take 1/4, and cached paletted banners take 1/2.
*
* Paletted cache is disabled by default because palettization takes time, causing
* the initial cache run to take longer. Also, newer ATI hardware doesn't supported
* paletted textures, which would slow down runtime, because we have to depalettize
* on use. They'd still have the same memory benefits, though, since we only load
* one cached banner into a texture at once, and the speed hit may not matter on
* newer ATI cards. RGBA is safer, though.
*/
if( PREFSMAN->m_bPalettedBannerCache )
{
if( img->fmt.BytesPerPixel != 1 )
RageSurfaceUtils::Palettize( img );
} else {
/* Dither to the final format. We use A1RGB5, since that's usually supported
* natively by both OpenGL and D3D. */
RageSurface *dst = CreateSurface( img->w, img->h, 16,
0x7C00, 0x03E0, 0x001F, 0x8000 );
/* OrderedDither is still faster than ErrorDiffusionDither, and
* these images are very small and only displayed briefly. */
RageSurfaceUtils::OrderedDither( img, dst );
delete img;
img = dst;
}
const CString CachePath = GetBannerCachePath(BannerPath);
RageSurfaceUtils::SaveSurface( img, CachePath );
/* If an old image is loaded, free it. */
if( g_BannerPathToImage.find(BannerPath) != g_BannerPathToImage.end() )
{
RageSurface *oldimg = g_BannerPathToImage[BannerPath];
delete oldimg;
g_BannerPathToImage.erase(BannerPath);
}
if( PREFSMAN->m_BannerCache == PrefsManager::BNCACHE_LOW_RES_PRELOAD )
{
/* Keep it; we're just going to load it anyway. */
g_BannerPathToImage[BannerPath] = img;
}
else
delete img;
/* Remember the original size. */
BannerData.SetValue( BannerPath, "Path", CachePath );
BannerData.SetValue( BannerPath, "Width", src_width );
BannerData.SetValue( BannerPath, "Height", src_height );
BannerData.SetValue( BannerPath, "FullHash", GetHashForFile( BannerPath ) );
/* Remember this, so we can hint Sprite. */
BannerData.SetValue( BannerPath, "Rotated", WasRotatedBanner );
BannerData.WriteFile( BANNER_CACHE_INDEX );
}
/*
* (c) 2003 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.
*/