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Location: cpp/openttd-patchpack/source/src/spritecache.cpp
r7742:13aaf7ce450a
12.4 KiB
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(svn r11279) -Codechange: use a typedeffed type for all magic with GameDifficulty instead on relying ints to always be 32 bits, which they are not.
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/** @file spritecache.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "variables.h"
#include "string.h"
#include "debug.h"
#include "functions.h"
#include "macros.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "fileio.h"
#include "helpers.hpp"
#include "spriteloader/grf.hpp"
#ifdef WITH_PNG
#include "spriteloader/png.hpp"
#endif /* WITH_PNG */
#include "blitter/factory.hpp"
/* Default of 4MB spritecache */
uint _sprite_cache_size = 4;
struct SpriteCache {
void *ptr;
uint8 file_slot;
uint32 file_pos;
int16 lru;
uint32 id;
const char *grf_name;
};
static uint _spritecache_items = 0;
static SpriteCache *_spritecache = NULL;
static inline SpriteCache *GetSpriteCache(uint index)
{
return &_spritecache[index];
}
static SpriteCache *AllocateSpriteCache(uint index)
{
if (index >= _spritecache_items) {
/* Add another 1024 items to the 'pool' */
uint items = ALIGN(index + 1, 1024);
DEBUG(sprite, 4, "Increasing sprite cache to %d items (%d bytes)", items, items * sizeof(*_spritecache));
_spritecache = ReallocT(_spritecache, items);
if (_spritecache == NULL) {
error("Unable to allocate sprite cache of %d items (%d bytes)", items, items * sizeof(*_spritecache));
}
/* Reset the new items and update the count */
memset(_spritecache + _spritecache_items, 0, (items - _spritecache_items) * sizeof(*_spritecache));
_spritecache_items = items;
}
return GetSpriteCache(index);
}
struct MemBlock {
uint32 size;
byte data[VARARRAY_SIZE];
};
static uint _sprite_lru_counter;
static MemBlock *_spritecache_ptr;
static int _compact_cache_counter;
static void CompactSpriteCache();
static bool ReadSpriteHeaderSkipData()
{
uint16 num = FioReadWord();
byte type;
if (num == 0) return false;
type = FioReadByte();
if (type == 0xFF) {
FioSkipBytes(num);
/* Some NewGRF files have "empty" pseudo-sprites which are 1
* byte long. Catch these so the sprites won't be displayed. */
return num != 1;
}
FioSkipBytes(7);
num -= 8;
if (num == 0) return true;
if (type & 2) {
FioSkipBytes(num);
} else {
while (num > 0) {
int8 i = FioReadByte();
if (i >= 0) {
num -= i;
FioSkipBytes(i);
} else {
i = -(i >> 3);
num -= i;
FioReadByte();
}
}
}
return true;
}
/* Check if the given Sprite ID exists */
bool SpriteExists(SpriteID id)
{
/* Special case for Sprite ID zero -- its position is also 0... */
if (id == 0) return true;
if (id >= _spritecache_items) return false;
return !(GetSpriteCache(id)->file_pos == 0 && GetSpriteCache(id)->file_slot == 0);
}
void* AllocSprite(size_t);
static void* ReadSprite(SpriteCache *sc, SpriteID id, bool real_sprite)
{
uint8 file_slot = sc->file_slot;
uint32 file_pos = sc->file_pos;
DEBUG(sprite, 9, "Load sprite %d", id);
if (!SpriteExists(id)) {
DEBUG(sprite, 1, "Tried to load non-existing sprite #%d. Probable cause: Wrong/missing NewGRFs", id);
/* SPR_IMG_QUERY is a BIG FAT RED ? */
id = SPR_IMG_QUERY;
file_slot = GetSpriteCache(SPR_IMG_QUERY)->file_slot;
file_pos = GetSpriteCache(SPR_IMG_QUERY)->file_pos;
}
if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 32) {
#ifdef WITH_PNG
/* Try loading 32bpp graphics in case we are 32bpp output */
SpriteLoaderPNG sprite_loader;
SpriteLoader::Sprite sprite;
if (sprite_loader.LoadSprite(&sprite, sc->grf_name, 0, sc->id)) {
sc->ptr = BlitterFactoryBase::GetCurrentBlitter()->Encode(&sprite, &AllocSprite);
free(sprite.data);
return sc->ptr;
}
/* If the PNG couldn't be loaded, fall back to 8bpp grfs */
#else
static bool show_once = true;
if (show_once) {
DEBUG(misc, 0, "You are running a 32bpp blitter, but this build is without libpng support; falling back to 8bpp graphics");
show_once = false;
}
#endif /* WITH_PNG */
}
FioSeekToFile(file_slot, file_pos);
/* Read the size and type */
int num = FioReadWord();
byte type = FioReadByte();
/* Type 0xFF indicates either a colormap or some other non-sprite info */
if (type == 0xFF) {
if (real_sprite) {
static byte warning_level = 0;
DEBUG(sprite, warning_level, "Tried to load non sprite #%d as a real sprite. Probable cause: NewGRF interference", id);
warning_level = 6;
if (id == SPR_IMG_QUERY) error("Uhm, would you be so kind not to load a NewGRF that makes the 'query' sprite a non- sprite?");
return (void*)GetSprite(SPR_IMG_QUERY);
}
byte *dest = (byte *)AllocSprite(num);
sc->ptr = dest;
FioReadBlock(dest, num);
return sc->ptr;
}
/* Ugly hack to work around the problem that the old landscape
* generator assumes that those sprites are stored uncompressed in
* the memory, and they are only read directly by the code, never
* send to the blitter. So do not send it to the blitter (which will
* result in a data array in the format the blitter likes most), but
* read the data directly from disk and store that as sprite.
* Ugly: yes. Other solution: no. Blame the original author or
* something ;) The image should really have been a data-stream
* (so type = 0xFF basicly). */
if (id >= 4845 && id <= 4881) {
uint height = FioReadByte();
uint width = FioReadWord();
Sprite *sprite;
byte *dest;
num = width * height;
sprite = (Sprite *)AllocSprite(sizeof(*sprite) + num);
sc->ptr = sprite;
sprite->height = height;
sprite->width = width;
sprite->x_offs = FioReadWord();
sprite->y_offs = FioReadWord();
dest = sprite->data;
while (num > 0) {
int8 i = FioReadByte();
if (i >= 0) {
num -= i;
for (; i > 0; --i) *dest++ = FioReadByte();
} else {
const byte* rel = dest - (((i & 7) << 8) | FioReadByte());
i = -(i >> 3);
num -= i;
for (; i > 0; --i) *dest++ = *rel++;
}
}
return sc->ptr;
}
if (!real_sprite) {
static byte warning_level = 0;
DEBUG(sprite, warning_level, "Tried to load real sprite #%d as a non sprite. Probable cause: NewGRF interference", id);
warning_level = 6;
}
SpriteLoaderGrf sprite_loader;
SpriteLoader::Sprite sprite;
if (!sprite_loader.LoadSprite(&sprite, sc->grf_name, file_slot, file_pos)) return NULL;
if (id == 142) sprite.height = 10; // Compensate for a TTD bug
sc->ptr = BlitterFactoryBase::GetCurrentBlitter()->Encode(&sprite, &AllocSprite);
free(sprite.data);
return sc->ptr;
}
bool LoadNextSprite(int load_index, byte file_slot, uint file_sprite_id)
{
SpriteCache *sc;
uint32 file_pos = FioGetPos();
if (!ReadSpriteHeaderSkipData()) return false;
if (load_index >= MAX_SPRITES) {
error("Tried to load too many sprites (#%d; max %d)", load_index, MAX_SPRITES);
}
sc = AllocateSpriteCache(load_index);
sc->file_slot = file_slot;
sc->file_pos = file_pos;
sc->ptr = NULL;
sc->lru = 0;
sc->id = file_sprite_id;
const char *fio_grf_name = FioGetFilename();
const char *t = strrchr(fio_grf_name, PATHSEPCHAR);
char *grf_name;
if (t == NULL) grf_name = strdup(fio_grf_name);
else grf_name = strdup(t);
/* Make the string lowercase and strip extension */
char *t2 = strrchr(grf_name, '.');
if (t2 != NULL) *t2 = '\0';
strtolower(grf_name);
free((char *)sc->grf_name);
sc->grf_name = grf_name;
return true;
}
void DupSprite(SpriteID old_spr, SpriteID new_spr)
{
SpriteCache *scold = GetSpriteCache(old_spr);
SpriteCache *scnew = AllocateSpriteCache(new_spr);
scnew->file_slot = scold->file_slot;
scnew->file_pos = scold->file_pos;
scnew->ptr = NULL;
scnew->id = scold->id;
free((char *)scnew->grf_name);
scnew->grf_name = strdup(scold->grf_name);
}
void SkipSprites(uint count)
{
for (; count > 0; --count) {
if (!ReadSpriteHeaderSkipData()) return;
}
}
#define S_FREE_MASK 1
static inline MemBlock* NextBlock(MemBlock* block)
{
return (MemBlock*)((byte*)block + (block->size & ~S_FREE_MASK));
}
static uint32 GetSpriteCacheUsage()
{
uint32 tot_size = 0;
MemBlock* s;
for (s = _spritecache_ptr; s->size != 0; s = NextBlock(s))
if (!(s->size & S_FREE_MASK)) tot_size += s->size;
return tot_size;
}
void IncreaseSpriteLRU()
{
/* Increase all LRU values */
if (_sprite_lru_counter > 16384) {
SpriteID i;
DEBUG(sprite, 3, "Fixing lru %d, inuse=%d", _sprite_lru_counter, GetSpriteCacheUsage());
for (i = 0; i != _spritecache_items; i++) {
SpriteCache *sc = GetSpriteCache(i);
if (sc->ptr != NULL) {
if (sc->lru >= 0) {
sc->lru = -1;
} else if (sc->lru != -32768) {
sc->lru--;
}
}
}
_sprite_lru_counter = 0;
}
/* Compact sprite cache every now and then. */
if (++_compact_cache_counter >= 740) {
CompactSpriteCache();
_compact_cache_counter = 0;
}
}
/** Called when holes in the sprite cache should be removed.
* That is accomplished by moving the cached data. */
static void CompactSpriteCache()
{
MemBlock *s;
DEBUG(sprite, 3, "Compacting sprite cache, inuse=%d", GetSpriteCacheUsage());
for (s = _spritecache_ptr; s->size != 0;) {
if (s->size & S_FREE_MASK) {
MemBlock* next = NextBlock(s);
MemBlock temp;
SpriteID i;
/* Since free blocks are automatically coalesced, this should hold true. */
assert(!(next->size & S_FREE_MASK));
/* If the next block is the sentinel block, we can safely return */
if (next->size == 0)
break;
/* Locate the sprite belonging to the next pointer. */
for (i = 0; GetSpriteCache(i)->ptr != next->data; i++) {
assert(i != _spritecache_items);
}
GetSpriteCache(i)->ptr = s->data; // Adjust sprite array entry
/* Swap this and the next block */
temp = *s;
memmove(s, next, next->size);
s = NextBlock(s);
*s = temp;
/* Coalesce free blocks */
while (NextBlock(s)->size & S_FREE_MASK) {
s->size += NextBlock(s)->size & ~S_FREE_MASK;
}
} else {
s = NextBlock(s);
}
}
}
static void DeleteEntryFromSpriteCache()
{
SpriteID i;
uint best = UINT_MAX;
MemBlock* s;
int cur_lru;
DEBUG(sprite, 3, "DeleteEntryFromSpriteCache, inuse=%d", GetSpriteCacheUsage());
cur_lru = 0xffff;
for (i = 0; i != _spritecache_items; i++) {
SpriteCache *sc = GetSpriteCache(i);
if (sc->ptr != NULL && sc->lru < cur_lru) {
cur_lru = sc->lru;
best = i;
}
}
/* Display an error message and die, in case we found no sprite at all.
* This shouldn't really happen, unless all sprites are locked. */
if (best == (uint)-1)
error("Out of sprite memory");
/* Mark the block as free (the block must be in use) */
s = (MemBlock*)GetSpriteCache(best)->ptr - 1;
assert(!(s->size & S_FREE_MASK));
s->size |= S_FREE_MASK;
GetSpriteCache(best)->ptr = NULL;
/* And coalesce adjacent free blocks */
for (s = _spritecache_ptr; s->size != 0; s = NextBlock(s)) {
if (s->size & S_FREE_MASK) {
while (NextBlock(s)->size & S_FREE_MASK) {
s->size += NextBlock(s)->size & ~S_FREE_MASK;
}
}
}
}
void* AllocSprite(size_t mem_req)
{
mem_req += sizeof(MemBlock);
/* Align this to an uint32 boundary. This also makes sure that the 2 least
* bits are not used, so we could use those for other things. */
mem_req = ALIGN(mem_req, sizeof(uint32));
for (;;) {
MemBlock* s;
for (s = _spritecache_ptr; s->size != 0; s = NextBlock(s)) {
if (s->size & S_FREE_MASK) {
size_t cur_size = s->size & ~S_FREE_MASK;
/* Is the block exactly the size we need or
* big enough for an additional free block? */
if (cur_size == mem_req ||
cur_size >= mem_req + sizeof(MemBlock)) {
/* Set size and in use */
s->size = mem_req;
/* Do we need to inject a free block too? */
if (cur_size != mem_req) {
NextBlock(s)->size = (cur_size - mem_req) | S_FREE_MASK;
}
return s->data;
}
}
}
/* Reached sentinel, but no block found yet. Delete some old entry. */
DeleteEntryFromSpriteCache();
}
}
const void *GetRawSprite(SpriteID sprite, bool real_sprite)
{
SpriteCache *sc;
void* p;
assert(sprite < _spritecache_items);
sc = GetSpriteCache(sprite);
/* Update LRU */
sc->lru = ++_sprite_lru_counter;
p = sc->ptr;
/* Load the sprite, if it is not loaded, yet */
if (p == NULL) p = ReadSprite(sc, sprite, real_sprite);
return p;
}
void GfxInitSpriteMem()
{
/* initialize sprite cache heap */
if (_spritecache_ptr == NULL) _spritecache_ptr = (MemBlock*)malloc(_sprite_cache_size * 1024 * 1024);
/* A big free block */
_spritecache_ptr->size = ((_sprite_cache_size * 1024 * 1024) - sizeof(MemBlock)) | S_FREE_MASK;
/* Sentinel block (identified by size == 0) */
NextBlock(_spritecache_ptr)->size = 0;
/* Reset the spritecache 'pool' */
for (uint i = 0; i < _spritecache_items; i++) free((char *)_spritecache[i].grf_name);
free(_spritecache);
_spritecache_items = 0;
_spritecache = NULL;
_compact_cache_counter = 0;
}
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