// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // TextureResource.cpp // // Handles OpenGL textures. // #include "resources/TextureResource.h" #include "utils/FileSystemUtil.h" #include "resources/TextureData.h" TextureDataManager TextureResource::sTextureDataManager; std::map< TextureResource::TextureKeyType, std::weak_ptr> TextureResource::sTextureMap; std::set 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 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(new TextureData(tile)); data = mTextureData; data->initFromPath(path); // Load it so we can read the width/height. data->load(); } mSize = Vector2i((int)data->width(), (int)data->height()); mSourceSize = Vector2f(data->sourceWidth(), data->sourceHeight()); } else { // Create a texture managed by this class because it cannot be dynamically // loaded and unloaded. This would normally be a video texture, where the player // reserves a texture to later be used for the video rendering. mTextureData = std::shared_ptr(new TextureData(tile)); mSize = Vector2i(0, 0); } 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((int)width, (int)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((int)mTextureData->width(), (int)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 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::get(const std::string& path, bool tile, bool forceLoad, bool dynamic) { std::shared_ptr& rm = ResourceManager::getInstance(); const std::string canonicalPath = Utils::FileSystem::getCanonicalPath(path); if (canonicalPath.empty()) { std::shared_ptr tex(new TextureResource("", tile, false)); // Make sure we get properly deinitialized even though we do nothing on reinitialization. rm->addReloadable(tex); return tex; } TextureKeyType key(canonicalPath, tile); auto foundTexture = sTextureMap.find(key); if (foundTexture != sTextureMap.cend()) { if (!foundTexture->second.expired()) return foundTexture->second.lock(); } // Need to create it. std::shared_ptr tex; tex = std::shared_ptr(new TextureResource(key.first, tile, dynamic)); std::shared_ptr 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(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 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& /*rm*/) { // Release the texture's resources. std::shared_ptr data; if (mTextureData == nullptr) data = sTextureDataManager.get(this); else data = mTextureData; data->releaseVRAM(); data->releaseRAM(); } void TextureResource::reload(std::shared_ptr& /*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(); }