#include "TextureMgr.h" #include #include #include "MT.h" #include "Image.h" #include "Base.h" #include "Localization.h" struct TexLoadTmp { TexLoadTmp() : 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); } // 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 }, { "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 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 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); }