2011-03-19 10:59:01 +08:00
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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2014-01-07 11:25:07 +08:00
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Copyright (c) 2010-2012 cocos2d-x.org
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2011-07-05 10:47:25 +08:00
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Copyright (c) 2011 Zynga Inc.
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2011-03-19 10:59:01 +08:00
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCTEXTURE_CACHE_H__
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#define __CCTEXTURE_CACHE_H__
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2013-06-21 15:29:21 +08:00
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#include <mutex>
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2013-06-26 14:48:19 +08:00
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#include <thread>
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2013-06-21 15:29:21 +08:00
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#include <condition_variable>
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#include <queue>
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#include <string>
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2013-09-07 13:55:11 +08:00
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#include <unordered_map>
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2014-01-02 17:23:00 +08:00
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#include <functional>
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2013-06-21 15:29:21 +08:00
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2014-04-27 01:11:22 +08:00
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#include "base/CCRef.h"
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2014-05-17 05:36:00 +08:00
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#include "renderer/CCTexture2D.h"
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#include "platform/CCImage.h"
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2010-07-16 14:15:06 +08:00
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2012-06-06 10:06:51 +08:00
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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2011-04-06 16:29:58 +08:00
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#include <list>
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#endif
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2012-04-18 18:43:45 +08:00
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NS_CC_BEGIN
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2012-06-20 18:09:11 +08:00
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/**
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2015-03-26 15:20:25 +08:00
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* @addtogroup _2d
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2012-06-20 18:09:11 +08:00
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* @{
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*/
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2013-11-11 15:40:12 +08:00
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/*
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2018-05-30 20:41:59 +08:00
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* From version 3.0, TextureCache will never be treated as a singleton, it will be owned by director.
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2015-03-23 17:50:22 +08:00
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* All call by TextureCache::getInstance() should be replaced by Director::getInstance()->getTextureCache().
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2013-11-11 15:40:12 +08:00
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*/
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2012-06-20 18:09:11 +08:00
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2015-03-23 17:50:22 +08:00
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/** @brief Singleton that handles the loading of textures.
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* Once the texture is loaded, the next time it will return.
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* A reference of the previously loaded texture reducing GPU & CPU memory.
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2010-07-16 14:15:06 +08:00
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*/
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2014-02-20 10:53:49 +08:00
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class CC_DLL TextureCache : public Ref
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2010-07-16 14:15:06 +08:00
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{
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2010-07-16 16:28:11 +08:00
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public:
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2016-07-25 17:31:54 +08:00
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// ETC1 ALPHA supports.
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static void setETC1AlphaFileSuffix(const std::string& suffix);
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2017-02-04 18:00:21 +08:00
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static std::string getETC1AlphaFileSuffix();
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2016-07-25 17:31:54 +08:00
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2013-07-16 03:43:22 +08:00
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public:
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2013-09-13 16:46:31 +08:00
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/**
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* @js ctor
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*/
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2013-07-16 03:43:22 +08:00
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TextureCache();
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2013-09-13 11:41:20 +08:00
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/**
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* @js NA
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* @lua NA
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*/
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2013-07-16 03:43:22 +08:00
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virtual ~TextureCache();
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2013-09-13 11:41:20 +08:00
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/**
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* @js NA
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* @lua NA
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*/
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2013-12-13 06:38:12 +08:00
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virtual std::string getDescription() const;
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2013-07-16 03:43:22 +08:00
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2016-07-25 17:31:54 +08:00
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// Dictionary* snapshotTextures();
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2013-07-16 03:43:22 +08:00
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2013-09-07 06:33:28 +08:00
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/** Returns a Texture2D object given an filename.
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2015-03-23 17:50:22 +08:00
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* If the filename was not previously loaded, it will create a new Texture2D.
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* Object and it will return it. It will use the filename as a key.
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2012-09-17 15:02:24 +08:00
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* Otherwise it will return a reference of a previously loaded image.
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2015-03-23 17:50:22 +08:00
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* Supported image extensions: .png, .bmp, .tiff, .jpeg, .pvr.
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@param filepath A null terminated string.
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2012-04-19 14:35:52 +08:00
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*/
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2013-09-07 13:55:11 +08:00
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Texture2D* addImage(const std::string &filepath);
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2012-04-19 14:35:52 +08:00
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2015-03-23 17:50:22 +08:00
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/** Returns a Texture2D object given a file image.
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2013-06-20 14:13:12 +08:00
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* If the file image was not previously loaded, it will create a new Texture2D object and it will return it.
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2012-04-19 14:35:52 +08:00
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* Otherwise it will load a texture in a new thread, and when the image is loaded, the callback will be called with the Texture2D as a parameter.
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* The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback.
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* Supported image extensions: .png, .jpg
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2015-03-23 17:50:22 +08:00
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@param filepath A null terminated string.
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2015-09-22 16:08:23 +08:00
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@param callback A callback function would be invoked after the image is loaded.
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2015-03-23 17:50:22 +08:00
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@since v0.8
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2012-04-19 14:35:52 +08:00
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*/
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2014-04-14 10:01:17 +08:00
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virtual void addImageAsync(const std::string &filepath, const std::function<void(Texture2D*)>& callback);
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2014-05-23 17:08:22 +08:00
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2017-02-04 09:38:54 +08:00
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void addImageAsync(const std::string &path, const std::function<void(Texture2D*)>& callback, const std::string& callbackKey );
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2015-03-23 17:50:22 +08:00
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/** Unbind a specified bound image asynchronous callback.
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2014-05-23 17:08:22 +08:00
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* In the case an object who was bound to an image asynchronous callback was destroyed before the callback is invoked,
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* the object always need to unbind this callback manually.
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2015-03-23 17:50:22 +08:00
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* @param filename It's the related/absolute path of the file image.
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2014-05-23 17:08:22 +08:00
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* @since v3.1
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*/
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virtual void unbindImageAsync(const std::string &filename);
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2015-03-23 17:50:22 +08:00
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/** Unbind all bound image asynchronous load callbacks.
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2014-05-23 17:08:22 +08:00
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* @since v3.1
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*/
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virtual void unbindAllImageAsync();
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2012-04-19 14:35:52 +08:00
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2013-09-07 06:33:28 +08:00
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/** Returns a Texture2D object given an Image.
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2013-06-20 14:13:12 +08:00
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* If the image was not previously loaded, it will create a new Texture2D object and it will return it.
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2013-09-07 06:33:28 +08:00
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* Otherwise it will return a reference of a previously loaded image.
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2015-03-23 17:50:22 +08:00
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* @param key The "key" parameter will be used as the "key" for the cache.
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2012-04-19 14:35:52 +08:00
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* If "key" is nil, then a new texture will be created each time.
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*/
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2013-09-07 13:55:11 +08:00
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Texture2D* addImage(Image *image, const std::string &key);
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2012-04-19 14:35:52 +08:00
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/** Returns an already created texture. Returns nil if the texture doesn't exist.
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2015-03-23 17:50:22 +08:00
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@param key It's the related/absolute path of the file image.
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2012-04-19 14:35:52 +08:00
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@since v0.99.5
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*/
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2013-09-07 13:55:11 +08:00
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Texture2D* getTextureForKey(const std::string& key) const;
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2013-06-21 15:29:21 +08:00
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2015-03-23 17:50:22 +08:00
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/** Reload texture from the image file.
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2014-02-26 11:44:54 +08:00
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* If the file image hasn't loaded before, load it.
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* Otherwise the texture will be reloaded from the file image.
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2015-03-23 17:50:22 +08:00
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* @param fileName It's the related/absolute path of the file image.
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* @return True if the reloading is succeed, otherwise return false.
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2014-02-26 11:44:54 +08:00
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*/
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bool reloadTexture(const std::string& fileName);
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2012-04-19 14:35:52 +08:00
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/** Purges the dictionary of loaded textures.
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2015-03-23 17:50:22 +08:00
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* Call this method if you receive the "Memory Warning".
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* In the short term: it will free some resources preventing your app from being killed.
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* In the medium term: it will allocate more resources.
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* In the long term: it will be the same.
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2012-04-19 14:35:52 +08:00
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*/
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void removeAllTextures();
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2015-03-23 17:50:22 +08:00
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/** Removes unused textures.
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* Textures that have a retain count of 1 will be deleted.
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* It is convenient to call this method after when starting a new Scene.
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2012-04-19 14:35:52 +08:00
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* @since v0.8
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*/
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void removeUnusedTextures();
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2015-03-23 17:50:22 +08:00
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/** Deletes a texture from the cache given a texture.
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2012-04-19 14:35:52 +08:00
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*/
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2013-06-20 14:13:12 +08:00
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void removeTexture(Texture2D* texture);
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2012-04-19 14:35:52 +08:00
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2015-03-23 17:50:22 +08:00
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/** Deletes a texture from the cache given a its key name.
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@param key It's the related/absolute path of the file image.
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2012-04-19 14:35:52 +08:00
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@since v0.99.4
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*/
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2013-09-07 13:55:11 +08:00
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void removeTextureForKey(const std::string &key);
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2012-04-19 14:35:52 +08:00
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2015-03-23 17:50:22 +08:00
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/** Output to CCLOG the current contents of this TextureCache.
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* This will attempt to calculate the size of each texture, and the total texture memory in use.
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2012-04-19 14:35:52 +08:00
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*
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* @since v1.0
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*/
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2014-01-15 09:22:45 +08:00
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std::string getCachedTextureInfo() const;
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2011-04-06 16:29:58 +08:00
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2015-09-22 16:08:23 +08:00
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//Wait for texture cache to quit before destroy instance.
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2015-03-23 17:50:22 +08:00
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/**Called by director, please do not called outside.*/
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2013-11-07 18:52:36 +08:00
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void waitForQuit();
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2015-05-21 16:04:37 +08:00
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/**
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* Get the file path of the texture
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*
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* @param texture A Texture2D object pointer.
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*
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* @return The full path of the file.
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*/
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2016-02-29 15:48:07 +08:00
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std::string getTextureFilePath(Texture2D* texture) const;
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2015-05-21 16:04:37 +08:00
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2015-12-09 00:45:39 +08:00
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/** Reload texture from a new file.
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2015-11-25 11:33:24 +08:00
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* This function is mainly for editor, won't suggest use it in game for performance reason.
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*
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* @param srcName Original texture file name.
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* @param dstName New texture file name.
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*
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* @since v3.10
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*/
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2016-05-14 14:53:26 +08:00
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void renameTextureWithKey(const std::string& srcName, const std::string& dstName);
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2015-11-24 18:29:58 +08:00
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2015-11-13 17:44:23 +08:00
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2013-06-21 15:29:21 +08:00
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private:
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void addImageAsyncCallBack(float dt);
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2013-06-21 15:49:45 +08:00
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void loadImage();
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2015-05-21 16:04:37 +08:00
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void parseNinePatchImage(Image* image, Texture2D* texture, const std::string& path);
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2013-06-24 10:21:36 +08:00
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public:
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protected:
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2015-07-08 15:13:48 +08:00
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struct AsyncStruct;
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2013-06-26 14:48:19 +08:00
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std::thread* _loadingThread;
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2013-06-21 15:29:21 +08:00
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2015-07-08 15:13:48 +08:00
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std::deque<AsyncStruct*> _asyncStructQueue;
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std::deque<AsyncStruct*> _requestQueue;
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std::deque<AsyncStruct*> _responseQueue;
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2013-06-21 15:29:21 +08:00
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2015-07-08 15:13:48 +08:00
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std::mutex _requestMutex;
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std::mutex _responseMutex;
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2013-06-21 15:49:45 +08:00
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std::condition_variable _sleepCondition;
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2013-06-21 15:29:21 +08:00
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2013-06-21 15:49:45 +08:00
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bool _needQuit;
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2013-06-21 15:29:21 +08:00
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2013-06-21 15:49:45 +08:00
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int _asyncRefCount;
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2013-06-21 15:29:21 +08:00
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2013-09-07 13:55:11 +08:00
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std::unordered_map<std::string, Texture2D*> _textures;
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2016-07-25 17:31:54 +08:00
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static std::string s_etc1AlphaFileSuffix;
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2011-04-06 16:29:58 +08:00
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};
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2012-06-06 10:06:51 +08:00
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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2011-04-06 16:29:58 +08:00
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2012-04-19 14:35:52 +08:00
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class VolatileTexture
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{
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2013-07-16 03:43:22 +08:00
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typedef enum {
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kInvalid = 0,
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kImageFile,
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kImageData,
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kString,
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kImage,
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}ccCachedImageType;
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2012-04-19 14:35:52 +08:00
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2013-11-08 16:47:33 +08:00
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private:
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2013-06-20 14:13:12 +08:00
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VolatileTexture(Texture2D *t);
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2013-09-13 13:52:42 +08:00
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/**
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* @js NA
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* @lua NA
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*/
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2012-04-19 14:35:52 +08:00
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~VolatileTexture();
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protected:
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2013-11-08 16:47:33 +08:00
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friend class VolatileTextureMgr;
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2013-07-16 16:33:02 +08:00
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Texture2D *_texture;
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2012-04-24 15:02:18 +08:00
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2013-07-16 16:33:02 +08:00
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Image *_uiImage;
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2012-04-19 14:35:52 +08:00
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2013-06-15 14:03:30 +08:00
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ccCachedImageType _cashedImageType;
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2012-04-19 14:35:52 +08:00
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2013-06-15 14:03:30 +08:00
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void *_textureData;
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2013-07-26 17:34:44 +08:00
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int _dataLen;
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2013-06-20 14:13:12 +08:00
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Size _textureSize;
|
2013-07-25 19:52:44 +08:00
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Texture2D::PixelFormat _pixelFormat;
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2011-04-06 16:29:58 +08:00
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2013-06-15 14:03:30 +08:00
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std::string _fileName;
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2011-04-06 16:29:58 +08:00
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2014-03-25 16:19:34 +08:00
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bool _hasMipmaps;
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
//Texture2D::TexParams _texParams;
|
|
|
|
backend::SamplerDescriptor _samplerDescriptor;
|
2013-08-06 11:34:48 +08:00
|
|
|
std::string _text;
|
|
|
|
FontDefinition _fontDefinition;
|
2011-03-19 10:59:01 +08:00
|
|
|
};
|
2011-04-06 16:29:58 +08:00
|
|
|
|
2014-10-15 05:21:34 +08:00
|
|
|
class CC_DLL VolatileTextureMgr
|
2013-11-08 16:47:33 +08:00
|
|
|
{
|
|
|
|
public:
|
2013-12-25 13:57:17 +08:00
|
|
|
static void addImageTexture(Texture2D *tt, const std::string& imageFileName);
|
2013-11-08 16:47:33 +08:00
|
|
|
static void addStringTexture(Texture2D *tt, const char* text, const FontDefinition& fontDefinition);
|
|
|
|
static void addDataTexture(Texture2D *tt, void* data, int dataLen, Texture2D::PixelFormat pixelFormat, const Size& contentSize);
|
|
|
|
static void addImage(Texture2D *tt, Image *image);
|
|
|
|
|
2014-03-25 16:19:34 +08:00
|
|
|
static void setHasMipmaps(Texture2D *t, bool hasMipmaps);
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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static void setSamplerDescriptor(Texture2D *t, const backend::SamplerDescriptor &samplerDescriptor);
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2013-11-08 16:47:33 +08:00
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static void removeTexture(Texture2D *t);
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static void reloadAllTextures();
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public:
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static std::list<VolatileTexture*> _textures;
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static bool _isReloading;
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private:
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// find VolatileTexture by Texture2D*
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// if not found, create a new one
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static VolatileTexture* findVolotileTexture(Texture2D *tt);
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2017-02-04 18:00:21 +08:00
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static void reloadTexture(Texture2D* texture, const std::string& filename, Texture2D::PixelFormat pixelFormat);
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2013-11-08 16:47:33 +08:00
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};
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2011-04-06 16:29:58 +08:00
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#endif
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2012-06-20 18:09:11 +08:00
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// end of textures group
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/// @}
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2012-04-18 18:43:45 +08:00
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NS_CC_END
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2011-03-19 10:59:01 +08:00
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#endif //__CCTEXTURE_CACHE_H__
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