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96 lines
3.1 KiB
C++
96 lines
3.1 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// TextureDataManager.h
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//
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// Loading and unloading of texture data.
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//
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#ifndef ES_CORE_RESOURCES_TEXTURE_DATA_MANAGER_H
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#define ES_CORE_RESOURCES_TEXTURE_DATA_MANAGER_H
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#include <condition_variable>
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#include <list>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <thread>
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class TextureData;
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class TextureResource;
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class TextureLoader
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{
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public:
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TextureLoader();
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~TextureLoader();
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void load(std::shared_ptr<TextureData> textureData);
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void remove(std::shared_ptr<TextureData> textureData);
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size_t getQueueSize();
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private:
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void processQueue();
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void threadProc();
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std::list<std::shared_ptr<TextureData>> mTextureDataQ;
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std::map<TextureData*,
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std::list<std::shared_ptr<TextureData>>::const_iterator> mTextureDataLookup;
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std::unique_ptr<std::thread> mThread;
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std::mutex mMutex;
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std::condition_variable mEvent;
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bool mExit;
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};
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//
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// This class manages the loading and unloading of textures.
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//
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// When textures are added, the texture data is just stored as-is. The texture
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// data should only have been constructed and not loaded for this to work correctly.
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// When the get() function is called it indicates that a texture wants to be used so
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// at this point the texture data is loaded (via a call to load()).
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//
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// Once the load is complete (which may not be on the first call to get() if the
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// data is loaded in a background thread) then the get() function call uploadAndBind()
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// to upload to VRAM if necessary and bind the texture. This is followed by a call
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// to releaseRAM() which frees the memory buffer if the texture can be reloaded from
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// disk if needed again.
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//
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class TextureDataManager
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{
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public:
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TextureDataManager();
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~TextureDataManager();
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std::shared_ptr<TextureData> add(const TextureResource* key, bool tiled);
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// The texturedata being removed may be loading in a different thread. However it will
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// be referenced by a smart pointer so we only need to remove it from our array and it
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// will be deleted when the other thread has finished with it.
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void remove(const TextureResource* key);
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std::shared_ptr<TextureData> get(const TextureResource* key);
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bool bind(const TextureResource* key);
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// Get the total size of all textures managed by this object, loaded and unloaded in bytes.
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size_t getTotalSize();
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// Get the total size of all committed textures (in VRAM) in bytes.
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size_t getCommittedSize();
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// Get the total size of all load-pending textures in the queue - these will
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// be committed to VRAM as the queue is processed.
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size_t getQueueSize();
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// Load a texture, freeing resources as necessary to make space.
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void load(std::shared_ptr<TextureData> tex, bool block = false);
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private:
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std::list<std::shared_ptr<TextureData>> mTextures;
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std::map<const TextureResource*,
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std::list<std::shared_ptr<TextureData>>::const_iterator> mTextureLookup;
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std::shared_ptr<TextureData> mBlank;
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TextureLoader* mLoader;
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};
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#endif // ES_CORE_RESOURCES_TEXTURE_DATA_MANAGER_H
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