Files @ r6935:a7744b917c21
Branch filter:

Location: cpp/openttd-patchpack/source/src/spritecache.cpp

rubidium
(svn r10188) -Codechange: make it a little easier to load a savegame from the console:
-g <absolute path>
-g <relative path from current working directory>
-g <relative path from within the savegame directory>
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/* $Id$ */

/** @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/blitter.hpp"

/* Default of 4MB spritecache */
uint _sprite_cache_size = 4;


struct SpriteCache {
	void *ptr;
	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;
}

void* AllocSprite(size_t);

static void* ReadSprite(SpriteCache *sc, SpriteID id, bool real_sprite)
{
	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_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, 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_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_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_index, uint file_sprite_id)
{
	SpriteCache *sc;
	uint32 file_pos = FioGetPos() | (file_index << 24);

	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_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_pos = scold->file_pos;
	scnew->ptr = NULL;
	scnew->id = scold->id;
	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' */
	free(_spritecache);
	_spritecache_items = 0;
	_spritecache = NULL;

	_compact_cache_counter = 0;
}