222 lines
6.7 KiB
C++
222 lines
6.7 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: RageTextureManager
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Includes
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//-----------------------------------------------------------------------------
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#include "RageTextureManager.h"
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#include "RageBitmapTexture.h"
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#include "arch/MovieTexture/MovieTexture.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageException.h"
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#include <time.h>
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RageTextureManager* TEXTUREMAN = NULL;
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//-----------------------------------------------------------------------------
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// constructor/destructor
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//-----------------------------------------------------------------------------
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RageTextureManager::RageTextureManager()
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{
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}
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RageTextureManager::~RageTextureManager()
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{
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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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i != m_mapPathToTexture.end(); ++i)
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{
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RageTexture* pTexture = i->second;
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if( pTexture->m_iRefCount )
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LOG->Trace( "TEXTUREMAN LEAK: '%s', RefCount = %d.", i->first.filename.GetString(), pTexture->m_iRefCount );
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SAFE_DELETE( pTexture );
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}
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}
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void RageTextureManager::Update( float fDeltaTime )
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{
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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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i != m_mapPathToTexture.end(); ++i)
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{
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RageTexture* pTexture = i->second;
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pTexture->Update( fDeltaTime );
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}
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}
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//-----------------------------------------------------------------------------
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// Load/Unload textures from disk
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//-----------------------------------------------------------------------------
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RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
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{
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LOG->Trace( "RageTextureManager::LoadTexture(%s).", ID.filename.GetString() );
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/* We could have two copies of the same bitmap if there are equivalent but
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* different paths, e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp". */
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std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
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while(p != m_mapPathToTexture.end())
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{
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/* Found the texture. Just increase the refcount and return it. */
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p->second->m_iRefCount++;
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return p->second;
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}
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// The texture is not already loaded. Load it.
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CString sDir, sFName, sExt;
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splitpath( ID.filename, sDir, sFName, sExt );
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sExt.MakeLower();
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RageTexture* pTexture;
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if( sExt == ".avi" || sExt == ".mpg" || sExt == ".mpeg" )
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pTexture = MakeRageMovieTexture( ID );
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else
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pTexture = new RageBitmapTexture( ID );
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LOG->Trace( "RageTextureManager: Loaded '%s'.", ID.filename.GetString() );
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m_mapPathToTexture[ID] = pTexture;
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return pTexture;
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}
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void RageTextureManager::CacheTexture( RageTextureID ID )
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{
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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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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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if( t->m_iRefCount )
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return; /* Can't unload textures that are still referenced. */
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bool bDeleteThis = false;
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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->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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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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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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i != m_mapPathToTexture.end(); )
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{
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std::map<RageTextureID, RageTexture*>::iterator j = i;
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i++;
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CString sPath = j->first.filename;
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RageTexture* t = j->second;
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if( t->m_iRefCount )
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continue; /* Can't unload textures that are still referenced. */
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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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void RageTextureManager::ReloadAll()
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{
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for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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i != m_mapPathToTexture.end(); ++i)
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{
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i->second->Reload();
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}
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}
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/* In some cases, changing the display mode will reset the rendering context,
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* releasing all textures. We don't want to reload immediately if that happens,
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* since we might be changing texture preferences too, which also may have to reload
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* textures. Instead, tell all textures that their texture ID is invalid, so it
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* doesn't try to free it later when we really do reload (since that ID might be
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* associated with a different texture). Ack. */
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void RageTextureManager::InvalidateTextures()
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{
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std::map<RageTextureID, RageTexture*>::iterator i;
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for( i = m_mapPathToTexture.begin(); i != m_mapPathToTexture.end(); ++i)
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{
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RageTexture* pTexture = i->second;
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pTexture->Invalidate();
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}
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/* We're going to have to reload all loaded textures. Let's get rid
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* of all unreferenced textures, so we don't reload a ton of cached
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* data that we're not necessarily going to use.
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*
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* This must be done *after* we Invalidate above, to let the texture
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* know its OpenGL texture number is invalid. If we don't do that,
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* it'll try to free it. */
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for( i = m_mapPathToTexture.begin();
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i != m_mapPathToTexture.end(); )
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{
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std::map<RageTextureID, RageTexture*>::iterator j = i;
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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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{
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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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}
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}
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}
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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_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_bDelayedDelete = bDelayedDelete;
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m_iTextureColorDepth = iTextureColorDepth;
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m_iMaxTextureResolution = iMaxTextureResolution;
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ASSERT( m_iTextureColorDepth==16 || m_iTextureColorDepth==32 );
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return need_reload;
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}
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