193 lines
6.2 KiB
C++
193 lines
6.2 KiB
C++
#include "stdafx.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 "RageMovieTexture.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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RageTextureManager* TEXTUREMAN = NULL;
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//-----------------------------------------------------------------------------
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// constructor/destructor
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//-----------------------------------------------------------------------------
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RageTextureManager::RageTextureManager( int iTextureColorDepth, int iSecondsBeforeUnload )
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{
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SetPrefs( iTextureColorDepth, iSecondsBeforeUnload );
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}
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RageTextureManager::~RageTextureManager()
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{
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for( std::map<CString, 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.GetString(), pTexture->m_iRefCount );
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SAFE_DELETE( pTexture );
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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( CString sTexturePath )
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{
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sTexturePath.MakeLower();
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// LOG->Trace( "RageTextureManager::LoadTexture(%s).", sTexturePath.GetString() );
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// holder for the new texture
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RageTexture* pTexture;
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// Convert the path to lowercase so that we don't load duplicates.
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// Really, this does not solve the duplicate problem. We could have to copies
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// of the same bitmap if there are equivalent but different paths
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// (e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp" ).
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std::map<CString, RageTexture*>::iterator p = m_mapPathToTexture.find(sTexturePath);
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if(p != m_mapPathToTexture.end()) {
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pTexture = p->second;
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pTexture->m_iRefCount++;
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// LOG->Trace( "RageTextureManager: '%s' now has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
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}
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else // the texture is not already loaded
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{
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CString sDrive, sDir, sFName, sExt;
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splitpath( false, sTexturePath, sDrive, sDir, sFName, sExt );
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// if( sExt == "avi" || sExt == "mpg" || sExt == "mpeg" )
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// pTexture = new RageMovieTexture( sTexturePath );
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// else
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pTexture = new RageBitmapTexture( sTexturePath );
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LOG->Trace( "RageTextureManager: Finished loading '%s'.", sTexturePath.GetString() );
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m_mapPathToTexture[sTexturePath] = pTexture;
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}
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// LOG->Trace( "Display: %.2f KB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem()/1000000.0f );
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return pTexture;
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}
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bool RageTextureManager::IsTextureLoaded( CString sTexturePath )
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{
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sTexturePath.MakeLower();
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return m_mapPathToTexture.find(sTexturePath) != m_mapPathToTexture.end();
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}
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void RageTextureManager::GCTextures()
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{
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/* If m_iSecondsBeforeUnload is 0, then we'll unload textures immediately when
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* they're no longer needed, to use as little extra memory as possible, so don't
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* bother checking for expired textures here. */
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if(!m_iSecondsBeforeUnload) return;
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static int timeLastGarbageCollect = time(NULL);
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if( timeLastGarbageCollect+m_iSecondsBeforeUnload/2 > time(NULL) )
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return;
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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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timeLastGarbageCollect = time(NULL);
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for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
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i != m_mapPathToTexture.end(); )
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{
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std::map<CString, RageTexture*>::iterator j = i;
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i++;
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CString sPath = j->first;
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RageTexture* pTexture = j->second;
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if( pTexture->m_iRefCount==0 &&
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pTexture->m_iTimeOfLastUnload+m_iSecondsBeforeUnload < time(NULL) )
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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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void RageTextureManager::UnloadTexture( CString sTexturePath )
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{
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sTexturePath.MakeLower();
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// LOG->Trace( "RageTextureManager::UnloadTexture(%s).", sTexturePath.GetString() );
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if( sTexturePath == "" )
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{
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//LOG->Trace( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
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return;
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}
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std::map<CString, RageTexture*>::iterator p = m_mapPathToTexture.find(sTexturePath);
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if(p == m_mapPathToTexture.end())
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throw RageException( "Tried to Unload texture '%s' that wasn't loaded.", sTexturePath.GetString() );
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RageTexture* pTexture = p->second;
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pTexture->m_iRefCount--;
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pTexture->m_iTimeOfLastUnload = time(NULL);
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ASSERT( pTexture->m_iRefCount >= 0 );
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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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* Also, if texture caching is off, just remove it now instead of doing
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* garbage collection. */
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if( pTexture->m_iRefCount == 0 &&
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(pTexture->IsAMovie() || !m_iSecondsBeforeUnload ))
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{
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// LOG->Trace( "RageTextureManager: '%s' will be deleted. It has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
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SAFE_DELETE( pTexture ); // free the texture
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m_mapPathToTexture.erase(p); // and remove the key in the map
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}
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GCTextures();
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//LOG->Trace( "RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
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}
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void RageTextureManager::ReloadAll()
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{
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for( std::map<CString, 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->Reload(); // this is not entirely correct. Hints are lost! XXX
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}
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}
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void RageTextureManager::SetPrefs( int iTextureColorDepth, int iSecondsBeforeUnload )
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{
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m_iSecondsBeforeUnload = iSecondsBeforeUnload;
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m_iTextureColorDepth = iTextureColorDepth;
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ASSERT( m_iTextureColorDepth==16 || m_iTextureColorDepth==32 );
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ReloadAll();
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}
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