ES-DE/es-core/src/resources/TextureDataManager.cpp
2024-07-10 18:04:40 +02:00

236 lines
7 KiB
C++

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