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Aquaria/BBGE/TextureMgr.cpp

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#include "TextureMgr.h"
#include <sstream>
#include <SDL.h>
#include "MT.h"
#include "Image.h"
#include "Base.h"
#include "Localization.h"
struct TexLoadTmp
{
TexLoadTmp() : loadmode(TextureMgr::KEEP), curTex(NULL), success(false) { img.pixels = NULL; }
std::string name, filename;
ImageData img;
TextureMgr::LoadMode loadmode;
Texture *curTex; // immutable
bool success; // if this is true and img.pixels is NULL, don't change anything
//bool mipmap;
};
typedef ImageData (*ImageLoadFunc)(const char *fn);
struct TexLoader
{
TexLoader(ImageLoadFunc f, const std::string& s, const std::string& name = std::string())
: loader(f), fn(s), name(name) {}
ImageLoadFunc loader;
std::string fn;
std::string name; // usually empty, but may specify tex name in case cleanups had to be done. always lowercase.
ImageData load() const { return loader(fn.c_str()); }
};
static ImageData loadGeneric(const char *fn)
{
return imageLoadGeneric(fn, false);
}
static ImageData loadQOI(const char *fn)
{
return imageLoadQOI(fn, false);
}
// This handles unix/win32 relative paths: ./rel/path
// Unix abs paths: /home/user/...
// Win32 abs paths: C:/Stuff/.. and also C:\Stuff\...
// -- We want to keep those paths untouched and just load as-is.
// This is mainly used for special things like savegame thumbnails and mod preview images,
// that exist outside of the game's known texture directories and are also not part of a running mod.
static bool isSpecialPath(const std::string& s)
{
return s[0] == '.' || s[0] == '/' || (s.length() > 1 && s[1] == ':');
}
static const std::string fixup(const std::string& fn)
{
std::string file = localisePathInternalModpath(fn);
file = adjustFilenameCase(file);
return file;
}
struct ExtAndLoader
{
const char *ext;
ImageLoadFunc func;
};
static const ExtAndLoader s_extAndLoader[] =
{
{ "png", loadGeneric },
{ "qoi", loadQOI },
{ "jpg", loadGeneric },
{ "zga", imageLoadZGA },
{ "tga", loadGeneric },
{ NULL, NULL }
};
static TexLoader getFullnameAndLoader(const std::string& name, const std::string& basedir)
{
// TODO: use localisePath()
// TODO: assert that we don't start with . or /
if(exists(name))
{
// check first if name exists and has a known extension, if so, use correct loader
size_t lastdot = name.rfind('.');
size_t lastslash = name.rfind('/');
if(lastdot != std::string::npos && (lastslash == std::string::npos || lastslash < lastdot))
{
std::string ext = name.substr(lastdot + 1);
for(const ExtAndLoader *exl = &s_extAndLoader[0]; exl->func; ++exl)
{
if(ext == exl->ext)
{
// remove basedir and extension
std::string texname = name.substr(basedir.length(), name.length() - (basedir.length() + ext.length() + 1)); // strip extension
return TexLoader(exl->func, fixup(name), texname );
}
}
}
}
std::string fn = name;
for(const ExtAndLoader *exl = &s_extAndLoader[0]; exl->func; ++exl)
{
fn.resize(name.length());
fn += '.';
fn += exl->ext;
if(exists(fn))
return TexLoader(exl->func, fixup(fn));
}
return TexLoader(NULL, std::string());
}
static bool locateAndLoad(TexLoadTmp& tt, const std::string& basedir)
{
std::string filename = basedir + tt.name;
TexLoader ldr = getFullnameAndLoader(filename, basedir);
if(!ldr.name.empty()) // name was cleaned up, use the updated one
tt.name = ldr.name;
if(ldr.loader)
{
if(tt.loadmode < TextureMgr::OVERWRITE && tt.curTex && tt.curTex->success && tt.curTex->filename == ldr.fn)
{
// still referring to the same file that was already loaded, so we wouldn't gain anything from loading it again
tt.success = true;
return true;
}
tt.filename = ldr.fn;
tt.img = ldr.load();
tt.success = !!tt.img.pixels;
return true;
}
return false;
}
void TextureMgr::th_loadFromFile(TexLoadTmp& tt) const
{
if(isSpecialPath(tt.name))
if(locateAndLoad(tt, ""))
return;
for(size_t i = 0; i < loadFromPaths.size(); ++i)
if(locateAndLoad(tt, loadFromPaths[i]))
return;
}
TextureMgr::TextureMgr()
: sem(SDL_CreateSemaphore(0))
{
}
TextureMgr::~TextureMgr()
{
for(size_t i = 0; i < threads.size(); ++i)
worktodo.push(NULL); // signal all threads to exit
for(size_t i = 0; i < threads.size(); ++i)
SDL_WaitThread((SDL_Thread*)threads[i], NULL);
SDL_DestroySemaphore((SDL_sem*)sem);
}
size_t TextureMgr::spawnThreads(size_t n)
{
for(size_t i = 0; i < n; ++i)
{
SDL_Thread *worker;
#if SDL_VERSION_ATLEAST(2,0,0)
worker = SDL_CreateThread(Th_Main, "texldr", this);
#else
worker = SDL_CreateThread(Th_Main, this);
#endif
if(!worker)
return i;
threads.push_back(worker);
}
return n;
}
size_t TextureMgr::getNumLoaded() const
{
return cache.size();
}
Texture* TextureMgr::getOrLoad(const std::string& name)
{
return load(name, KEEP);
}
void TextureMgr::clearUnused()
{
size_t done = 0;
for(TexCache::iterator it = cache.begin(); it != cache.end(); )
{
if(it->second->refcount() <= 1)
{
it = cache.erase(it);
++done;
}
else
++it;
}
std::ostringstream os;
os << "TextureMgr: Dropped " << done << " unused textures, now " << cache.size() << " left";
debugLog(os.str());
}
void TextureMgr::shutdown()
{
for(TexCache::iterator it = cache.begin(); it != cache.end(); ++it)
it->second->unload();
cache.clear();
}
int TextureMgr::Th_Main(void* ud)
{
TextureMgr *self = (TextureMgr*)ud;
self->thMain();
return 0;
}
void TextureMgr::thMain()
{
for(;;)
{
void *p;
worktodo.pop(p);
if(!p) // a pushed NULL is the signal to exit
break;
TexLoadTmp *tt = (TexLoadTmp*)p;
th_loadFromFile(*tt);
workdone.push(p);
}
}
Texture *TextureMgr::finalize(TexLoadTmp& tt)
{
Texture *tex = tt.curTex;
if(!tex)
{
tex = new Texture; // always make sure a valid Texture object comes out
tex->name = tt.name; // this doesn't ever change
cache[tt.name] = tex; // didn't exist, cache now
}
tex->filename = tt.filename;
tex->success = tt.success;
if(!tt.success)
{
debugLog("FAILED TO LOAD TEXTURE: [" + tt.name + "]");
tex->unload();
tex->width = 64;
tex->height = 64;
}
if(tt.img.pixels)
{
debugLog("LOADED TEXTURE FROM DISK: [" + tt.filename + "]");
tex->upload(tt.img, /*tt.mipmap*/ true);
free(tt.img.pixels);
tt.img.pixels = NULL;
}
return tex;
}
void TextureMgr::loadBatch(Texture * pdst[], const std::string texnames[], size_t n, LoadMode mode, ProgressCallback cb, void *cbUD)
{
if(threads.empty())
{
for(size_t i = 0; i < n; ++i)
{
Texture *tex = load(texnames[i], mode);
if(pdst)
pdst[i] = tex;
}
return;
}
// Important that this is pre-allocated. We store pointers to elements and
// send them to threads, so this must never reallocate.
std::vector<TexLoadTmp> tmp(n);
size_t inprogress = 0, doneCB = 0;
for(size_t i = 0; i < n; ++i)
{
TexLoadTmp& tt = tmp[i];
tt.name = texnames[i];
stringToLower(tt.name);
TexCache::iterator it = cache.find(tt.name);
tt.curTex = it != cache.end() ? it->second.content() : NULL;
if(mode == KEEP && tt.curTex && tt.curTex->success)
{
if(pdst)
pdst[i] = tt.curTex;
if(cb)
cb(++doneCB, cbUD);
continue;
}
tt.loadmode = mode;
worktodo.push(&tt);
++inprogress;
}
for(size_t i = 0; i < inprogress; ++i)
{
void *p;
workdone.pop(p);
TexLoadTmp& tt = *(TexLoadTmp*)p;
Texture *tex = finalize(tt);
if(pdst)
pdst[i] = tex;
if(cb)
cb(++doneCB, cbUD);
}
}
Texture* TextureMgr::load(const std::string& texname, LoadMode mode)
{
TexLoadTmp tt;
tt.name = texname;
stringToLower(tt.name);
TexCache::iterator it = cache.find(tt.name);
tt.curTex = it != cache.end() ? it->second.content() : NULL;
// texname "" will never load, so don't even try once we have a valid object
if(tt.curTex && (texname.empty() || (mode == KEEP && tt.curTex->success)))
return tt.curTex;
tt.loadmode = mode;
th_loadFromFile(tt);
return finalize(tt);
}
void TextureMgr::reloadAll(LoadMode mode)
{
std::vector<std::string> todo;
for(TexCache::iterator it = cache.begin(); it != cache.end(); ++it)
{
Texture *tex = it->second.content();
if(mode == KEEP && tex->success)
continue;
todo.push_back(tex->name);
}
std::ostringstream os;
os << "TextureMgr: Potentially reloading up to " << todo.size() << " textures...";
debugLog(os.str());
if(!todo.empty())
loadBatch(NULL, &todo[0],todo.size(), mode);
}