ES-DE/es-core/src/resources/TextureData.cpp
Leon Styhre c2b3b029e5 Fixed a massive memory leak related to SVG images.
Also did a general update and cleanup of TextureData.
2020-10-11 18:46:06 +02:00

266 lines
6.8 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// TextureData.cpp
//
// Low-level texture data functions.
//
#include "resources/TextureData.h"
#include "math/Misc.h"
#include "renderers/Renderer.h"
#include "resources/ResourceManager.h"
#include "ImageIO.h"
#include "Log.h"
#include <nanosvg/nanosvg.h>
#include <nanosvg/nanosvgrast.h>
#include <assert.h>
#include <string.h>
#define DPI 96
TextureData::TextureData(
bool tile)
: mTile(tile),
mTextureID(0),
mDataRGBA({}),
mScalable(false),
mWidth(0),
mHeight(0),
mSourceWidth(0.0f),
mSourceHeight(0.0f)
{
}
TextureData::~TextureData()
{
releaseVRAM();
releaseRAM();
}
void TextureData::initFromPath(const std::string& path)
{
// Just set the path. It will be loaded later.
mPath = path;
// Only textures with paths are reloadable.
mReloadable = true;
}
bool TextureData::initSVGFromMemory(const std::string& fileData)
{
// If already initialized then don't process it again.
std::unique_lock<std::mutex> lock(mMutex);
if (!mDataRGBA.empty())
return true;
NSVGimage* svgImage = nsvgParse(const_cast<char*>(fileData.c_str()), "px", DPI);
if (!svgImage) {
LOG(LogError) << "Error parsing SVG image.";
return false;
}
// We want to rasterize this texture at a specific resolution. If the source size
// variables are set then use them, otherwise get them from the parsed file.
if ((mSourceWidth == 0.0f) && (mSourceHeight == 0.0f)) {
mSourceWidth = svgImage->width;
mSourceHeight = svgImage->height;
}
mWidth = static_cast<size_t>(Math::round(mSourceWidth));
mHeight = static_cast<size_t>(Math::round(mSourceHeight));
if (mWidth == 0) {
// Auto scale width to keep aspect ratio.
mWidth = static_cast<size_t>(Math::round((static_cast<float>(mHeight) /
svgImage->height) * svgImage->width));
}
else if (mHeight == 0) {
// Auto scale height to keep aspect ratio.
mHeight = static_cast<size_t>(Math::round((static_cast<float>(mWidth) /
svgImage->width) * svgImage->height));
}
std::vector<unsigned char> tempVector;
tempVector.reserve(mWidth * mHeight * 4);
NSVGrasterizer* rast = nsvgCreateRasterizer();
nsvgRasterize(rast, svgImage, 0, 0, mHeight / svgImage->height, tempVector.data(),
static_cast<int>(mWidth), static_cast<int>(mHeight), static_cast<int>(mWidth) * 4);
// This is important in order to avoid memory leaks.
nsvgDeleteRasterizer(rast);
nsvgDelete(svgImage);
mDataRGBA.insert(mDataRGBA.begin(),
tempVector.data(), tempVector.data() + (mWidth * mHeight * 4));
ImageIO::flipPixelsVert(mDataRGBA.data(), mWidth, mHeight);
return true;
}
bool TextureData::initImageFromMemory(const unsigned char* fileData, size_t length)
{
size_t width, height;
// If already initialized then don't process it again.
{
std::unique_lock<std::mutex> lock(mMutex);
if (!mDataRGBA.empty())
return true;
}
std::vector<unsigned char> imageRGBA = ImageIO::loadFromMemoryRGBA32(
static_cast<const unsigned char*>(fileData), length, width, height);
if (imageRGBA.size() == 0) {
LOG(LogError) << "Could not initialize texture from memory, invalid data! (file path: "
<< mPath << ", data ptr: " << reinterpret_cast<size_t>(fileData) <<
", reported size: " << length << ")";
return false;
}
mSourceWidth = static_cast<float>(width);
mSourceHeight = static_cast<float>(height);
mScalable = false;
return initFromRGBA(imageRGBA.data(), width, height);
}
bool TextureData::initFromRGBA(const unsigned char* dataRGBA, size_t width, size_t height)
{
// If already initialized then don't process it again.
std::unique_lock<std::mutex> lock(mMutex);
if (!mDataRGBA.empty())
return true;
mDataRGBA.reserve(width * height * 4);
mDataRGBA.insert(mDataRGBA.begin(), dataRGBA, dataRGBA+(width * height * 4));
mWidth = width;
mHeight = height;
return true;
}
bool TextureData::load()
{
bool retval = false;
// Need to load. See if there is a file.
if (!mPath.empty()) {
std::shared_ptr<ResourceManager>& rm = ResourceManager::getInstance();
const ResourceData& data = rm->getFileData(mPath);
// Is it an SVG?
if (mPath.substr(mPath.size() - 4, std::string::npos) == ".svg") {
mScalable = true;
std::string dataString;
dataString.assign(std::string(reinterpret_cast<char*>(data.ptr.get()), data.length));
retval = initSVGFromMemory(dataString);
}
else {
retval = initImageFromMemory(static_cast<const unsigned char*>(data.ptr.get()),
data.length);
}
}
return retval;
}
bool TextureData::isLoaded()
{
std::unique_lock<std::mutex> lock(mMutex);
if (!mDataRGBA.empty() || mTextureID != 0)
return true;
return false;
}
bool TextureData::uploadAndBind()
{
// Check if it has already been uploaded.
std::unique_lock<std::mutex> lock(mMutex);
if (mTextureID != 0) {
Renderer::bindTexture(mTextureID);
}
else {
// Make sure we're ready to upload.
if (mWidth == 0 || mHeight == 0 || mDataRGBA.empty())
return false;
// Upload texture.
mTextureID = Renderer::createTexture(Renderer::Texture::RGBA, true,
mTile, mWidth, mHeight, mDataRGBA.data());
}
return true;
}
void TextureData::releaseVRAM()
{
std::unique_lock<std::mutex> lock(mMutex);
if (mTextureID != 0) {
Renderer::destroyTexture(mTextureID);
mTextureID = 0;
}
}
void TextureData::releaseRAM()
{
std::unique_lock<std::mutex> lock(mMutex);
std::vector<unsigned char> swapVector;
if (!mDataRGBA.empty()) {
mDataRGBA.clear();
mDataRGBA.swap(swapVector);
}
}
size_t TextureData::width()
{
if (mWidth == 0)
load();
return mWidth;
}
size_t TextureData::height()
{
if (mHeight == 0)
load();
return mHeight;
}
float TextureData::sourceWidth()
{
if (mSourceWidth == 0)
load();
return mSourceWidth;
}
float TextureData::sourceHeight()
{
if (mSourceHeight == 0)
load();
return mSourceHeight;
}
void TextureData::setSourceSize(float width, float height)
{
if (mScalable) {
if ((mSourceWidth != width) || (mSourceHeight != height)) {
mSourceWidth = width;
mSourceHeight = height;
releaseVRAM();
releaseRAM();
}
}
}
size_t TextureData::getVRAMUsage()
{
if (mTextureID != 0 || !mDataRGBA.empty())
return mWidth * mHeight * 4;
else
return 0;
}