mirror of
https://github.com/RetroDECK/ES-DE.git
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222 lines
6.2 KiB
C++
222 lines
6.2 KiB
C++
#include "resources/TextureResource.h"
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#include "resources/TextureData.h"
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#include "Util.h"
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TextureDataManager TextureResource::sTextureDataManager;
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std::map< TextureResource::TextureKeyType, std::weak_ptr<TextureResource> > TextureResource::sTextureMap;
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std::set<TextureResource*> TextureResource::sAllTextures;
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TextureResource::TextureResource(const std::string& path, bool tile, bool dynamic) : mTextureData(nullptr), mForceLoad(false)
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{
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// Create a texture data object for this texture
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if (!path.empty())
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{
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// If there is a path then the 'dynamic' flag tells us whether to use the texture
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// data manager to manage loading/unloading of this texture
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std::shared_ptr<TextureData> data;
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if (dynamic)
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{
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data = sTextureDataManager.add(this, tile);
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data->initFromPath(path);
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// Force the texture manager to load it using a blocking load
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sTextureDataManager.load(data, true);
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}
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else
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{
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mTextureData = std::shared_ptr<TextureData>(new TextureData(tile));
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data = mTextureData;
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data->initFromPath(path);
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// Load it so we can read the width/height
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data->load();
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}
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mSize = Vector2i(data->width(), data->height());
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mSourceSize = Vector2f(data->sourceWidth(), data->sourceHeight());
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}
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else
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{
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// Create a texture managed by this class because it cannot be dynamically loaded and unloaded
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mTextureData = std::shared_ptr<TextureData>(new TextureData(tile));
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}
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sAllTextures.insert(this);
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}
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TextureResource::~TextureResource()
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{
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if (mTextureData == nullptr)
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sTextureDataManager.remove(this);
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sAllTextures.erase(sAllTextures.find(this));
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}
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void TextureResource::initFromPixels(const unsigned char* dataRGBA, size_t width, size_t height)
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{
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// This is only valid if we have a local texture data object
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assert(mTextureData != nullptr);
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mTextureData->releaseVRAM();
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mTextureData->releaseRAM();
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mTextureData->initFromRGBA(dataRGBA, width, height);
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// Cache the image dimensions
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mSize = Vector2i(width, height);
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mSourceSize = Vector2f(mTextureData->sourceWidth(), mTextureData->sourceHeight());
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}
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void TextureResource::initFromMemory(const char* data, size_t length)
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{
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// This is only valid if we have a local texture data object
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assert(mTextureData != nullptr);
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mTextureData->releaseVRAM();
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mTextureData->releaseRAM();
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mTextureData->initImageFromMemory((const unsigned char*)data, length);
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// Get the size from the texture data
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mSize = Vector2i(mTextureData->width(), mTextureData->height());
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mSourceSize = Vector2f(mTextureData->sourceWidth(), mTextureData->sourceHeight());
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}
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const Vector2i TextureResource::getSize() const
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{
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return mSize;
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}
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bool TextureResource::isTiled() const
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{
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if (mTextureData != nullptr)
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return mTextureData->tiled();
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std::shared_ptr<TextureData> data = sTextureDataManager.get(this);
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return data->tiled();
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}
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bool TextureResource::bind()
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{
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if (mTextureData != nullptr)
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{
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mTextureData->uploadAndBind();
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return true;
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}
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else
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{
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return sTextureDataManager.bind(this);
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}
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}
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std::shared_ptr<TextureResource> TextureResource::get(const std::string& path, bool tile, bool forceLoad, bool dynamic)
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{
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std::shared_ptr<ResourceManager>& rm = ResourceManager::getInstance();
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const std::string canonicalPath = getCanonicalPath(path);
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if(canonicalPath.empty())
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{
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std::shared_ptr<TextureResource> tex(new TextureResource("", tile, false));
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rm->addReloadable(tex); //make sure we get properly deinitialized even though we do nothing on reinitialization
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return tex;
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}
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TextureKeyType key(canonicalPath, tile);
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auto foundTexture = sTextureMap.find(key);
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if(foundTexture != sTextureMap.end())
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{
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if(!foundTexture->second.expired())
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return foundTexture->second.lock();
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}
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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>(new TextureResource(key.first, tile, dynamic));
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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(key.first.substr(key.first.size() - 4, std::string::npos) != ".svg")
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{
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// Probably not. Add it to our map. We don't add SVGs because 2 svgs might be rasterized at different sizes
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sTextureMap[key] = std::weak_ptr<TextureResource>(tex);
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}
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// Add it to the reloadable list
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rm->addReloadable(tex);
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// Force load it if necessary. Note that it may get dumped from VRAM if we run low
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if (forceLoad)
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{
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tex->mForceLoad = forceLoad;
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data->load();
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}
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return tex;
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}
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// For scalable source images in textures we want to set the resolution to rasterize at
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void TextureResource::rasterizeAt(size_t width, size_t height)
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{
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std::shared_ptr<TextureData> data;
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if (mTextureData != nullptr)
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data = mTextureData;
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else
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data = sTextureDataManager.get(this);
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mSourceSize = Vector2f((float)width, (float)height);
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data->setSourceSize((float)width, (float)height);
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if (mForceLoad || (mTextureData != nullptr))
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data->load();
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}
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Vector2f TextureResource::getSourceImageSize() const
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{
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return mSourceSize;
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}
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bool TextureResource::isInitialized() const
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{
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return true;
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}
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size_t TextureResource::getTotalMemUsage()
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{
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size_t total = 0;
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// Count up all textures that manage their own texture data
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for (auto tex : sAllTextures)
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{
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if (tex->mTextureData != nullptr)
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total += tex->mTextureData->getVRAMUsage();
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}
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// Now get the committed memory from the manager
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total += sTextureDataManager.getCommittedSize();
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// And the size of the loading queue
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total += sTextureDataManager.getQueueSize();
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return total;
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}
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size_t TextureResource::getTotalTextureSize()
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{
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size_t total = 0;
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// Count up all textures that manage their own texture data
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for (auto tex : sAllTextures)
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{
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if (tex->mTextureData != nullptr)
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total += tex->getSize().x() * tex->getSize().y() * 4;
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}
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// Now get the total memory from the manager
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total += sTextureDataManager.getTotalSize();
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return total;
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}
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void TextureResource::unload(std::shared_ptr<ResourceManager>& rm)
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{
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// Release the texture's resources
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std::shared_ptr<TextureData> data;
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if (mTextureData == nullptr)
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data = sTextureDataManager.get(this);
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else
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data = mTextureData;
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data->releaseVRAM();
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data->releaseRAM();
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}
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void TextureResource::reload(std::shared_ptr<ResourceManager>& rm)
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{
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// For dynamically loaded textures the texture manager will load them on demand.
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// For manually loaded textures we have to reload them here
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if (mTextureData)
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mTextureData->load();
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}
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