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236 lines
7 KiB
C++
236 lines
7 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// ES-DE Frontend
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// TextureDataManager.cpp
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//
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// Loading and unloading of texture data.
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//
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#include "resources/TextureDataManager.h"
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#include "Log.h"
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#include "Settings.h"
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#include "resources/TextureData.h"
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#include "resources/TextureResource.h"
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TextureDataManager::TextureDataManager()
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{
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// This blank texture will be used temporarily when there is not yet any data loaded for
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// the requested texture (i.e. it can't be uploaded to the GPU VRAM yet).
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const std::vector<unsigned char> blank(5 * 5 * 4, 0);
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mBlank = std::make_shared<TextureData>(false);
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mBlank->initFromRGBA(&blank[0], 5, 5);
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mLoader = std::make_unique<TextureLoader>();
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}
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std::shared_ptr<TextureData> TextureDataManager::add(const TextureResource* key, bool tiled)
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{
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remove(key);
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std::shared_ptr<TextureData> data {std::make_shared<TextureData>(tiled)};
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mTextures.push_front(data);
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mTextureLookup[key] = mTextures.cbegin();
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return data;
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}
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void TextureDataManager::remove(const TextureResource* key)
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{
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// Find the entry in the list.
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auto it = mTextureLookup.find(key);
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if (it != mTextureLookup.cend()) {
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// Remove the list entry.
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mTextures.erase((*it).second);
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// And the lookup.
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mTextureLookup.erase(it);
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}
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}
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std::shared_ptr<TextureData> TextureDataManager::get(const TextureResource* key)
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{
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// If it's in the cache then we want to remove it from it's current location and
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// move it to the top.
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std::shared_ptr<TextureData> tex;
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auto it = mTextureLookup.find(key);
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if (it != mTextureLookup.cend()) {
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tex = *(*it).second;
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// Remove the list entry.
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mTextures.erase((*it).second);
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// Put it at the top.
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mTextures.push_front(tex);
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// Store it back in the lookup.
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mTextureLookup[key] = mTextures.cbegin();
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// Make sure it's loaded or queued for loading.
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load(tex);
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}
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return tex;
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}
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bool TextureDataManager::bind(const TextureResource* key, const unsigned int texUnit)
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{
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std::shared_ptr<TextureData> tex {get(key)};
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bool bound {false};
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if (tex != nullptr)
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bound = tex->uploadAndBind(texUnit);
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if (!bound)
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mBlank->uploadAndBind(texUnit);
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return bound;
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}
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size_t TextureDataManager::getTotalSize()
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{
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size_t total {0};
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for (auto tex : mTextures)
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total += tex->width() * tex->height() * 4;
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return total;
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}
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size_t TextureDataManager::getCommittedSize()
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{
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size_t total {0};
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for (auto tex : mTextures)
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total += tex->getVRAMUsage();
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return total;
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}
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size_t TextureDataManager::getQueueSize()
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{
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// Return queue size.
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return mLoader->getQueueSize();
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}
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void TextureDataManager::load(std::shared_ptr<TextureData> tex, bool block)
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{
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// See if it's already loaded.
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if (tex->isLoaded())
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return;
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// Not loaded. Make sure there is room.
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size_t size {TextureResource::getTotalMemUsage()};
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size_t settingVRAM {static_cast<size_t>(Settings::getInstance()->getInt("MaxVRAM"))};
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if (settingVRAM < 128) {
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LOG(LogWarning) << "MaxVRAM is too low at " << settingVRAM
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<< " MiB, setting it to the minimum allowed value of 128 MiB";
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Settings::getInstance()->setInt("MaxVRAM", 128);
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settingVRAM = 128;
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}
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else if (settingVRAM > 2048) {
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LOG(LogWarning) << "MaxVRAM is too high at " << settingVRAM
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<< " MiB, setting it to the maximum allowed value of 2048 MiB";
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Settings::getInstance()->setInt("MaxVRAM", 2048);
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settingVRAM = 1024;
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}
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size_t max_texture {settingVRAM * 1024 * 1024};
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for (auto it = mTextures.crbegin(); it != mTextures.crend(); ++it) {
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if (size < max_texture)
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break;
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(*it)->releaseVRAM();
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(*it)->releaseRAM();
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// It may be already in the loader queue. In this case it wouldn't have been using
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// any VRAM yet but it will be. Remove it from the loader queue.
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mLoader->remove(*it);
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size = TextureResource::getTotalMemUsage();
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}
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if (!block)
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mLoader->load(tex);
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else
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tex->load();
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}
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TextureLoader::TextureLoader()
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: mExit(false)
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{
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mThread = std::make_unique<std::thread>(&TextureLoader::threadProc, this);
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}
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TextureLoader::~TextureLoader()
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{
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// Just abort any waiting texture.
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std::unique_lock<std::mutex> lock(mMutex);
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mTextureDataQ.clear();
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mTextureDataLookup.clear();
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lock.unlock();
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// Exit the thread.
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mExit = true;
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mEvent.notify_one();
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mThread->join();
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mThread.reset();
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}
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void TextureLoader::threadProc()
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{
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while (!mExit) {
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std::shared_ptr<TextureData> textureData;
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{
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// Wait for an event to say there is something in the queue.
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std::unique_lock<std::mutex> lock {mMutex};
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mEvent.wait(lock);
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if (!mTextureDataQ.empty()) {
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textureData = mTextureDataQ.front();
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mTextureDataQ.pop_front();
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mTextureDataLookup.erase(mTextureDataLookup.find(textureData.get()));
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}
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}
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// Queue has been released here but we might have a texture to process.
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while (!mExit && textureData) {
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textureData->load();
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// See if there is another item in the queue.
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textureData = nullptr;
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std::unique_lock<std::mutex> lock {mMutex};
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if (!mTextureDataQ.empty()) {
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textureData = mTextureDataQ.front();
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mTextureDataQ.pop_front();
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mTextureDataLookup.erase(mTextureDataLookup.find(textureData.get()));
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}
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}
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}
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}
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void TextureLoader::load(std::shared_ptr<TextureData> textureData)
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{
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// Make sure it's not already loaded.
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if (!textureData->isLoaded()) {
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std::unique_lock<std::mutex> lock {mMutex};
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// Remove it from the queue if it is already there.
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auto td = mTextureDataLookup.find(textureData.get());
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if (td != mTextureDataLookup.cend()) {
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mTextureDataQ.erase((*td).second);
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mTextureDataLookup.erase(td);
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}
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// Put it on the start of the queue as we want the newly requested textures to load first.
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mTextureDataQ.push_front(textureData);
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mTextureDataLookup[textureData.get()] = mTextureDataQ.cbegin();
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mEvent.notify_one();
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}
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}
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void TextureLoader::remove(std::shared_ptr<TextureData> textureData)
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{
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// Just remove it from the queue so we don't attempt to load it.
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std::unique_lock<std::mutex> lock {mMutex};
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auto td = mTextureDataLookup.find(textureData.get());
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if (td != mTextureDataLookup.cend()) {
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mTextureDataQ.erase((*td).second);
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mTextureDataLookup.erase(td);
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}
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}
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size_t TextureLoader::getQueueSize()
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{
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// Get the amount of video memory that will be used once all textures in
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// the queue are loaded.
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size_t mem {0};
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std::unique_lock<std::mutex> lock {mMutex};
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for (auto tex : mTextureDataQ)
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mem += tex->width() * tex->height() * 4;
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return mem;
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}
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