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If the same raster image is used with different interpolation methods then these are now cached separately.
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@ -89,10 +89,21 @@ void TextureResource::manualUnload(std::string path, bool tile)
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{
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const std::string canonicalPath = Utils::FileSystem::getCanonicalPath(path);
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TextureKeyType key(canonicalPath, tile);
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// TODO: We always attempt to unload both the linear and nearest interpolation entries
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// which is a bit of a hack. Rewrite this to only unload the requested image.
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{
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TextureKeyType key {canonicalPath, tile, false};
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auto foundTexture = sTextureMap.find(key);
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if (foundTexture != sTextureMap.cend()) {
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if (foundTexture != sTextureMap.cend())
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sTextureMap.erase(foundTexture);
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}
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{
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TextureKeyType key {canonicalPath, tile, true};
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auto foundTexture = sTextureMap.find(key);
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if (foundTexture != sTextureMap.cend())
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sTextureMap.erase(foundTexture);
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}
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}
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@ -152,7 +163,7 @@ std::shared_ptr<TextureResource> TextureResource::get(const std::string& path,
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return tex;
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}
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TextureKeyType key {canonicalPath, tile};
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TextureKeyType key {canonicalPath, tile, linearMagnify};
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auto foundTexture = sTextureMap.find(key);
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if (foundTexture != sTextureMap.cend()) {
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@ -163,12 +174,12 @@ std::shared_ptr<TextureResource> TextureResource::get(const std::string& path,
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// Need to create it.
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std::shared_ptr<TextureResource> tex;
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tex = std::shared_ptr<TextureResource>(
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new TextureResource(key.first, tile, dynamic, linearMagnify, forceRasterization));
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new TextureResource(std::get<0>(key), tile, dynamic, linearMagnify, forceRasterization));
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std::shared_ptr<TextureData> data = sTextureDataManager.get(tex.get());
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// Is it an SVG?
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if (Utils::String::toLower(key.first.substr(key.first.size() - 4, std::string::npos)) !=
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".svg") {
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if (Utils::String::toLower(
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std::get<0>(key).substr(std::get<0>(key).size() - 4, std::string::npos)) != ".svg") {
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// Probably not. Add it to our map. We don't add SVGs because 2 SVGs might be
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// rasterized at different sizes.
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sTextureMap[key] = std::weak_ptr<TextureResource>(tex);
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@ -91,7 +91,7 @@ private:
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glm::vec2 mSourceSize;
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bool mForceLoad;
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using TextureKeyType = std::pair<std::string, bool>;
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using TextureKeyType = std::tuple<std::string, bool, bool>;
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// Map of textures, used to prevent duplicate textures.
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static inline std::map<TextureKeyType, std::weak_ptr<TextureResource>> sTextureMap;
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// Set of all textures, used for memory management.
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