ES-DE/es-core/src/resources/TextureResource.cpp

226 lines
6.3 KiB
C++
Raw Normal View History

#include "resources/TextureResource.h"
#include "Log.h"
#include "platform.h"
#include GLHEADER
#include "ImageIO.h"
#include "Renderer.h"
#include "Util.h"
#include "Settings.h"
TextureDataManager TextureResource::sTextureDataManager;
std::map< TextureResource::TextureKeyType, std::weak_ptr<TextureResource> > TextureResource::sTextureMap;
std::set<TextureResource*> TextureResource::sAllTextures;
TextureResource::TextureResource(const std::string& path, bool tile, bool dynamic) : mTextureData(nullptr), mForceLoad(false)
{
// Create a texture data object for this texture
if (!path.empty())
{
// If there is a path then the 'dynamic' flag tells us whether to use the texture
// data manager to manage loading/unloading of this texture
std::shared_ptr<TextureData> data;
if (dynamic)
{
data = sTextureDataManager.add(this, tile);
data->initFromPath(path);
// Force the texture manager to load it using a blocking load
sTextureDataManager.load(data, true);
}
else
{
mTextureData = std::shared_ptr<TextureData>(new TextureData(tile));
data = mTextureData;
data->initFromPath(path);
// Load it so we can read the width/height
data->load();
}
mSize = Vector2i(data->width(), data->height());
mSourceSize = Vector2f(data->sourceWidth(), data->sourceHeight());
}
else
{
// Create a texture managed by this class because it cannot be dynamically loaded and unloaded
mTextureData = std::shared_ptr<TextureData>(new TextureData(tile));
}
sAllTextures.insert(this);
}
TextureResource::~TextureResource()
{
if (mTextureData == nullptr)
sTextureDataManager.remove(this);
sAllTextures.erase(sAllTextures.find(this));
}
void TextureResource::initFromPixels(const unsigned char* dataRGBA, size_t width, size_t height)
{
// This is only valid if we have a local texture data object
assert(mTextureData != nullptr);
mTextureData->releaseVRAM();
mTextureData->releaseRAM();
mTextureData->initFromRGBA(dataRGBA, width, height);
// Cache the image dimensions
mSize = Vector2i(width, height);
mSourceSize = Vector2f(mTextureData->sourceWidth(), mTextureData->sourceHeight());
}
void TextureResource::initFromMemory(const char* data, size_t length)
{
// This is only valid if we have a local texture data object
assert(mTextureData != nullptr);
mTextureData->releaseVRAM();
mTextureData->releaseRAM();
mTextureData->initImageFromMemory((const unsigned char*)data, length);
// Get the size from the texture data
mSize = Vector2i(mTextureData->width(), mTextureData->height());
mSourceSize = Vector2f(mTextureData->sourceWidth(), mTextureData->sourceHeight());
}
const Vector2i TextureResource::getSize() const
{
return mSize;
}
bool TextureResource::isTiled() const
{
if (mTextureData != nullptr)
return mTextureData->tiled();
std::shared_ptr<TextureData> data = sTextureDataManager.get(this);
return data->tiled();
}
bool TextureResource::bind()
{
if (mTextureData != nullptr)
{
mTextureData->uploadAndBind();
return true;
}
else
{
return sTextureDataManager.bind(this);
}
}
std::shared_ptr<TextureResource> TextureResource::get(const std::string& path, bool tile, bool forceLoad, bool dynamic)
{
std::shared_ptr<ResourceManager>& rm = ResourceManager::getInstance();
const std::string canonicalPath = getCanonicalPath(path);
if(canonicalPath.empty())
{
std::shared_ptr<TextureResource> tex(new TextureResource("", tile, false));
rm->addReloadable(tex); //make sure we get properly deinitialized even though we do nothing on reinitialization
return tex;
}
TextureKeyType key(canonicalPath, tile);
auto foundTexture = sTextureMap.find(key);
if(foundTexture != sTextureMap.end())
{
if(!foundTexture->second.expired())
return foundTexture->second.lock();
}
// need to create it
std::shared_ptr<TextureResource> tex;
tex = std::shared_ptr<TextureResource>(new TextureResource(key.first, tile, dynamic));
std::shared_ptr<TextureData> data = sTextureDataManager.get(tex.get());
// is it an SVG?
if(key.first.substr(key.first.size() - 4, std::string::npos) != ".svg")
{
// Probably not. Add it to our map. We don't add SVGs because 2 svgs might be rasterized at different sizes
sTextureMap[key] = std::weak_ptr<TextureResource>(tex);
}
// Add it to the reloadable list
rm->addReloadable(tex);
// Force load it if necessary. Note that it may get dumped from VRAM if we run low
if (forceLoad)
{
tex->mForceLoad = forceLoad;
data->load();
}
return tex;
}
// For scalable source images in textures we want to set the resolution to rasterize at
void TextureResource::rasterizeAt(size_t width, size_t height)
{
std::shared_ptr<TextureData> data;
if (mTextureData != nullptr)
data = mTextureData;
else
data = sTextureDataManager.get(this);
mSourceSize = Vector2f((float)width, (float)height);
data->setSourceSize((float)width, (float)height);
if (mForceLoad || (mTextureData != nullptr))
data->load();
}
Vector2f TextureResource::getSourceImageSize() const
{
return mSourceSize;
}
bool TextureResource::isInitialized() const
{
return true;
}
size_t TextureResource::getTotalMemUsage()
{
size_t total = 0;
// Count up all textures that manage their own texture data
for (auto tex : sAllTextures)
{
if (tex->mTextureData != nullptr)
total += tex->mTextureData->getVRAMUsage();
}
// Now get the committed memory from the manager
total += sTextureDataManager.getCommittedSize();
// And the size of the loading queue
total += sTextureDataManager.getQueueSize();
return total;
}
size_t TextureResource::getTotalTextureSize()
{
size_t total = 0;
// Count up all textures that manage their own texture data
for (auto tex : sAllTextures)
{
if (tex->mTextureData != nullptr)
total += tex->getSize().x() * tex->getSize().y() * 4;
}
// Now get the total memory from the manager
total += sTextureDataManager.getTotalSize();
return total;
}
void TextureResource::unload(std::shared_ptr<ResourceManager>& rm)
{
// Release the texture's resources
std::shared_ptr<TextureData> data;
if (mTextureData == nullptr)
data = sTextureDataManager.get(this);
else
data = mTextureData;
data->releaseVRAM();
data->releaseRAM();
}
void TextureResource::reload(std::shared_ptr<ResourceManager>& rm)
{
// For dynamically loaded textures the texture manager will load them on demand.
// For manually loaded textures we have to reload them here
if (mTextureData)
mTextureData->load();
}