axmol/cocos/renderer/CCTextureCache.cpp

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/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2020 c4games.com
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "renderer/CCTextureCache.h"
#include <errno.h>
#include <stack>
#include <cctype>
#include <list>
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "renderer/CCTexture2D.h"
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#include "base/ccMacros.h"
#include "base/ccUTF8.h"
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#include "base/CCDirector.h"
#include "base/CCScheduler.h"
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "platform/CCFileUtils.h"
#include "base/ccUtils.h"
#include "base/CCNinePatchImageParser.h"
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
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#include "renderer/backend/Device.h"
//#include "renderer/backend/StringUtils.h"
using namespace std;
NS_CC_BEGIN
std::string TextureCache::s_etc1AlphaFileSuffix = "@alpha";
// implementation TextureCache
void TextureCache::setETC1AlphaFileSuffix(const std::string& suffix)
{
s_etc1AlphaFileSuffix = suffix;
}
std::string TextureCache::getETC1AlphaFileSuffix()
{
return s_etc1AlphaFileSuffix;
}
TextureCache::TextureCache()
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: _loadingThread(nullptr)
, _needQuit(false)
, _asyncRefCount(0)
{
}
TextureCache::~TextureCache()
{
CCLOGINFO("deallocing TextureCache: %p", this);
for (auto& texture : _textures)
texture.second->release();
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CC_SAFE_DELETE(_loadingThread);
}
std::string TextureCache::getDescription() const
{
return StringUtils::format("<TextureCache | Number of textures = %d>", static_cast<int>(_textures.size()));
}
struct TextureCache::AsyncStruct
{
public:
AsyncStruct
( const std::string& fn,const std::function<void(Texture2D*)>& f,
const std::string& key )
: filename(fn), callback(f),callbackKey( key ),
pixelFormat(Texture2D::getDefaultAlphaPixelFormat()),
loadSuccess(false)
{}
std::string filename;
std::function<void(Texture2D*)> callback;
std::string callbackKey;
Image image;
Image imageAlpha;
backend::PixelFormat pixelFormat;
bool loadSuccess;
};
/**
The addImageAsync logic follow the steps:
- find the image has been add or not, if not add an AsyncStruct to _requestQueue (GL thread)
- get AsyncStruct from _requestQueue, load res and fill image data to AsyncStruct.image, then add AsyncStruct to _responseQueue (Load thread)
- on schedule callback, get AsyncStruct from _responseQueue, convert image to texture, then delete AsyncStruct (GL thread)
the Critical Area include these members:
- _requestQueue: locked by _requestMutex
- _responseQueue: locked by _responseMutex
the object's life time:
- AsyncStruct: construct and destruct in GL thread
- image data: new in Load thread, delete in GL thread(by Image instance)
Note:
- all AsyncStruct referenced in _asyncStructQueue, for unbind function use.
How to deal add image many times?
- At first, this situation is abnormal, we only ensure the logic is correct.
- If the image has been loaded, the after load image call will return immediately.
- If the image request is in queue already, there will be more than one request in queue,
- In addImageAsyncCallback, will deduplicate the request to ensure only create one texture.
Does process all response in addImageAsyncCallback consume more time?
- Convert image to texture faster than load image from disk, so this isn't a
problem.
Call unbindImageAsync(path) to prevent the call to the callback when the
texture is loaded.
*/
void TextureCache::addImageAsync(const std::string &path, const std::function<void(Texture2D*)>& callback)
{
addImageAsync( path, callback, path );
}
/**
The addImageAsync logic follow the steps:
- find the image has been add or not, if not add an AsyncStruct to _requestQueue (GL thread)
- get AsyncStruct from _requestQueue, load res and fill image data to AsyncStruct.image, then add AsyncStruct to _responseQueue (Load thread)
- on schedule callback, get AsyncStruct from _responseQueue, convert image to texture, then delete AsyncStruct (GL thread)
the Critical Area include these members:
- _requestQueue: locked by _requestMutex
- _responseQueue: locked by _responseMutex
the object's life time:
- AsyncStruct: construct and destruct in GL thread
- image data: new in Load thread, delete in GL thread(by Image instance)
Note:
- all AsyncStruct referenced in _asyncStructQueue, for unbind function use.
How to deal add image many times?
- At first, this situation is abnormal, we only ensure the logic is correct.
- If the image has been loaded, the after load image call will return immediately.
- If the image request is in queue already, there will be more than one request in queue,
- In addImageAsyncCallback, will deduplicate the request to ensure only create one texture.
Does process all response in addImageAsyncCallback consume more time?
- Convert image to texture faster than load image from disk, so this isn't a
problem.
The callbackKey allows to unbind the callback in cases where the loading of
path is requested by several sources simultaneously. Each source can then
unbind the callback independently as needed whilst a call to
unbindImageAsync(path) would be ambiguous.
*/
void TextureCache::addImageAsync(const std::string &path, const std::function<void(Texture2D*)>& callback, const std::string& callbackKey)
{
Texture2D *texture = nullptr;
std::string fullpath = FileUtils::getInstance()->fullPathForFilename(path);
auto it = _textures.find(fullpath);
if (it != _textures.end())
texture = it->second;
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if (texture != nullptr)
{
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if (callback) callback(texture);
return;
}
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// check if file exists
if (fullpath.empty() || !FileUtils::getInstance()->isFileExist(fullpath)) {
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if (callback) callback(nullptr);
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return;
}
// lazy init
if (_loadingThread == nullptr)
{
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// create a new thread to load images
_needQuit = false;
_loadingThread = new (std::nothrow) std::thread(&TextureCache::loadImage, this);
}
if (0 == _asyncRefCount)
{
Director::getInstance()->getScheduler()->schedule(CC_SCHEDULE_SELECTOR(TextureCache::addImageAsyncCallBack), this, 0, false);
}
++_asyncRefCount;
// generate async struct
AsyncStruct *data =
new (std::nothrow) AsyncStruct(fullpath, callback, callbackKey);
// add async struct into queue
_asyncStructQueue.push_back(data);
std::unique_lock<std::mutex> ul(_requestMutex);
_requestQueue.push_back(data);
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_sleepCondition.notify_one();
}
void TextureCache::unbindImageAsync(const std::string& callbackKey)
{
if (_asyncStructQueue.empty())
{
return;
}
for (auto& asyncStruct : _asyncStructQueue)
{
if (asyncStruct->callbackKey == callbackKey)
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{
asyncStruct->callback = nullptr;
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}
}
}
void TextureCache::unbindAllImageAsync()
{
if (_asyncStructQueue.empty())
{
return;
}
for (auto& asyncStruct : _asyncStructQueue)
{
asyncStruct->callback = nullptr;
}
}
void TextureCache::loadImage()
{
AsyncStruct *asyncStruct = nullptr;
while (!_needQuit)
{
std::unique_lock<std::mutex> ul(_requestMutex);
// pop an AsyncStruct from request queue
if (_requestQueue.empty())
{
asyncStruct = nullptr;
}
else
{
asyncStruct = _requestQueue.front();
_requestQueue.pop_front();
}
if (nullptr == asyncStruct) {
if (_needQuit) {
break;
}
_sleepCondition.wait(ul);
continue;
}
ul.unlock();
// load image
asyncStruct->loadSuccess = asyncStruct->image.initWithImageFileThreadSafe(asyncStruct->filename);
// ETC1 ALPHA supports.
if (asyncStruct->loadSuccess && asyncStruct->image.getFileType() == Image::Format::ETC1 && !s_etc1AlphaFileSuffix.empty())
{ // check whether alpha texture exists & load it
auto alphaFile = asyncStruct->filename + s_etc1AlphaFileSuffix;
if (FileUtils::getInstance()->isFileExist(alphaFile))
asyncStruct->imageAlpha.initWithImageFileThreadSafe(alphaFile);
}
// push the asyncStruct to response queue
_responseMutex.lock();
_responseQueue.push_back(asyncStruct);
_responseMutex.unlock();
}
}
void TextureCache::addImageAsyncCallBack(float /*dt*/)
{
Texture2D *texture = nullptr;
AsyncStruct *asyncStruct = nullptr;
while (true)
{
// pop an AsyncStruct from response queue
_responseMutex.lock();
if (_responseQueue.empty())
{
asyncStruct = nullptr;
}
else
{
asyncStruct = _responseQueue.front();
_responseQueue.pop_front();
// the asyncStruct's sequence order in _asyncStructQueue must equal to the order in _responseQueue
CC_ASSERT(asyncStruct == _asyncStructQueue.front());
_asyncStructQueue.pop_front();
}
_responseMutex.unlock();
if (nullptr == asyncStruct) {
break;
}
// check the image has been convert to texture or not
auto it = _textures.find(asyncStruct->filename);
if (it != _textures.end())
{
texture = it->second;
}
else
{
// convert image to texture
if (asyncStruct->loadSuccess)
{
Image* image = &(asyncStruct->image);
// generate texture in render thread
texture = new (std::nothrow) Texture2D();
texture->initWithImage(image, asyncStruct->pixelFormat);
//parse 9-patch info
this->parseNinePatchImage(image, texture, asyncStruct->filename);
#if CC_ENABLE_CACHE_TEXTURE_DATA
// cache the texture file name
VolatileTextureMgr::addImageTexture(texture, asyncStruct->filename);
#endif
// cache the texture. retain it, since it is added in the map
_textures.emplace(asyncStruct->filename, texture);
texture->retain();
texture->autorelease();
// ETC1 ALPHA supports.
if (asyncStruct->imageAlpha.getFileType() == Image::Format::ETC1) {
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texture->updateWithImage(&asyncStruct->imageAlpha, Texture2D::getDefaultAlphaPixelFormat(), 1, TextureFormatEXT::ETC1_ALPHA);
}
}
else {
texture = nullptr;
CCLOG("cocos2d: failed to call TextureCache::addImageAsync(%s)", asyncStruct->filename.c_str());
}
}
// call callback function
if (asyncStruct->callback)
{
(asyncStruct->callback)(texture);
}
// release the asyncStruct
delete asyncStruct;
--_asyncRefCount;
}
if (0 == _asyncRefCount)
{
Director::getInstance()->getScheduler()->unschedule(CC_SCHEDULE_SELECTOR(TextureCache::addImageAsyncCallBack), this);
}
}
Texture2D * TextureCache::addImage(const std::string &path)
{
Texture2D * texture = nullptr;
Image* image = nullptr;
// Split up directory and filename
// MUTEX:
// Needed since addImageAsync calls this method from a different thread
std::string fullpath = FileUtils::getInstance()->fullPathForFilename(path);
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if (fullpath.empty())
{
return nullptr;
}
auto it = _textures.find(fullpath);
if (it != _textures.end())
texture = it->second;
if (!texture)
{
// all images are handled by UIImage except PVR extension that is handled by our own handler
do
{
image = new (std::nothrow) Image();
CC_BREAK_IF(nullptr == image);
bool bRet = image->initWithImageFile(fullpath);
CC_BREAK_IF(!bRet);
texture = new (std::nothrow) Texture2D();
if (texture && texture->initWithImage(image))
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
// cache the texture file name
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VolatileTextureMgr::addImageTexture(texture, fullpath);
#endif
// texture already retained, no need to re-retain it
_textures.emplace(fullpath, texture);
//-- ANDROID ETC1 ALPHA SUPPORTS.
std::string alphaFullPath = path + s_etc1AlphaFileSuffix;
if (image->getFileType() == Image::Format::ETC1 && !s_etc1AlphaFileSuffix.empty() && FileUtils::getInstance()->isFileExist(alphaFullPath))
{
Image imageAlpha;
if (imageAlpha.initWithImageFile(alphaFullPath))
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{
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texture->updateWithImage(&imageAlpha, Texture2D::getDefaultAlphaPixelFormat(), 1, TextureFormatEXT::ETC1_ALPHA);
}
}
//parse 9-patch info
this->parseNinePatchImage(image, texture, path);
}
else
{
CCLOG("cocos2d: Couldn't create texture for file:%s in TextureCache", path.c_str());
CC_SAFE_RELEASE(texture);
texture = nullptr;
}
} while (0);
}
CC_SAFE_RELEASE(image);
return texture;
}
void TextureCache::parseNinePatchImage(cocos2d::Image *image, cocos2d::Texture2D *texture, const std::string& path)
{
if (NinePatchImageParser::isNinePatchImage(path))
{
Rect frameRect = Rect(0, 0, image->getWidth(), image->getHeight());
NinePatchImageParser parser(image, frameRect, false);
texture->addSpriteFrameCapInset(nullptr, parser.parseCapInset());
}
}
Texture2D* TextureCache::addImage(Image *image, const std::string &key)
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{
CCASSERT(image != nullptr, "TextureCache: image MUST not be nil");
CCASSERT(image->getData() != nullptr, "TextureCache: image MUST not be nil");
Texture2D * texture = nullptr;
do
{
auto it = _textures.find(key);
if (it != _textures.end()) {
texture = it->second;
break;
}
texture = new (std::nothrow) Texture2D();
if (texture)
{
if (texture->initWithImage(image))
{
_textures.emplace(key, texture);
}
else
{
CC_SAFE_RELEASE(texture);
texture = nullptr;
CCLOG("cocos2d: initWithImage failed!");
}
}
else
{
CCLOG("cocos2d: Allocating memory for Texture2D failed!");
}
} while (0);
#if CC_ENABLE_CACHE_TEXTURE_DATA
VolatileTextureMgr::addImage(texture, image);
#endif
return texture;
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}
bool TextureCache::reloadTexture(const std::string& fileName)
{
Texture2D * texture = nullptr;
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Image * image = nullptr;
std::string fullpath = FileUtils::getInstance()->fullPathForFilename(fileName);
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if (fullpath.empty())
{
return false;
}
auto it = _textures.find(fullpath);
if (it != _textures.end()) {
texture = it->second;
}
bool ret = false;
if (!texture) {
texture = this->addImage(fullpath);
ret = (texture != nullptr);
}
else
{
do {
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image = new (std::nothrow) Image();
CC_BREAK_IF(nullptr == image);
bool bRet = image->initWithImageFile(fullpath);
CC_BREAK_IF(!bRet);
ret = texture->initWithImage(image);
} while (0);
}
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CC_SAFE_RELEASE(image);
return ret;
}
// TextureCache - Remove
void TextureCache::removeAllTextures()
{
for (auto& texture : _textures) {
texture.second->release();
}
_textures.clear();
}
void TextureCache::removeUnusedTextures()
{
for (auto it = _textures.cbegin(); it != _textures.cend(); /* nothing */) {
Texture2D *tex = it->second;
if (tex->getReferenceCount() == 1) {
CCLOG("cocos2d: TextureCache: removing unused texture: %s", it->first.c_str());
tex->release();
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it = _textures.erase(it);
}
else {
++it;
}
}
}
void TextureCache::removeTexture(Texture2D* texture)
{
if (!texture)
{
return;
}
for (auto it = _textures.cbegin(); it != _textures.cend(); /* nothing */) {
if (it->second == texture) {
it->second->release();
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it = _textures.erase(it);
break;
}
else
++it;
}
}
void TextureCache::removeTextureForKey(const std::string &textureKeyName)
{
std::string key = textureKeyName;
auto it = _textures.find(key);
if (it == _textures.end()) {
key = FileUtils::getInstance()->fullPathForFilename(textureKeyName);
it = _textures.find(key);
}
if (it != _textures.end()) {
it->second->release();
_textures.erase(it);
}
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}
Texture2D* TextureCache::getTextureForKey(const std::string &textureKeyName) const
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{
std::string key = textureKeyName;
auto it = _textures.find(key);
if (it == _textures.end()) {
key = FileUtils::getInstance()->fullPathForFilename(textureKeyName);
it = _textures.find(key);
}
if (it != _textures.end())
return it->second;
return nullptr;
}
std::string TextureCache::getTextureFilePath(cocos2d::Texture2D* texture) const
{
for (auto& item : _textures)
{
if (item.second == texture)
{
return item.first;
break;
}
}
return "";
}
void TextureCache::waitForQuit()
{
// notify sub thread to quick
std::unique_lock<std::mutex> ul(_requestMutex);
_needQuit = true;
_sleepCondition.notify_one();
ul.unlock();
if (_loadingThread) _loadingThread->join();
}
std::string TextureCache::getCachedTextureInfo() const
{
std::string buffer;
char buftmp[4096];
unsigned int count = 0;
unsigned int totalBytes = 0;
for (auto& texture : _textures) {
memset(buftmp, 0, sizeof(buftmp));
Texture2D* tex = texture.second;
unsigned int bpp = tex->getBitsPerPixelForFormat();
// Each texture takes up width * height * bytesPerPixel bytes.
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auto bytes = tex->getPixelsWide() * tex->getPixelsHigh() * bpp / 8;
totalBytes += bytes;
count++;
snprintf(buftmp, sizeof(buftmp) - 1, "\"%s\" rc=%lu id=%p %lu x %lu @ %ld bpp => %lu KB\n",
texture.first.c_str(),
(long)tex->getReferenceCount(),
tex->getBackendTexture(),
(long)tex->getPixelsWide(),
(long)tex->getPixelsHigh(),
(long)bpp,
(long)bytes / 1024);
buffer += buftmp;
}
snprintf(buftmp, sizeof(buftmp) - 1, "TextureCache dumpDebugInfo: %ld textures, for %lu KB (%.2f MB)\n", (long)count, (long)totalBytes / 1024, totalBytes / (1024.0f*1024.0f));
buffer += buftmp;
return buffer;
}
void TextureCache::renameTextureWithKey(const std::string& srcName, const std::string& dstName)
{
std::string key = srcName;
auto it = _textures.find(key);
if (it == _textures.end()) {
key = FileUtils::getInstance()->fullPathForFilename(srcName);
it = _textures.find(key);
}
if (it != _textures.end()) {
std::string fullpath = FileUtils::getInstance()->fullPathForFilename(dstName);
Texture2D* tex = it->second;
Image* image = new (std::nothrow) Image();
if (image)
{
bool ret = image->initWithImageFile(dstName);
if (ret)
{
tex->initWithImage(image);
_textures.emplace(fullpath, tex);
_textures.erase(it);
}
CC_SAFE_DELETE(image);
}
}
}
#if CC_ENABLE_CACHE_TEXTURE_DATA
std::list<VolatileTexture*> VolatileTextureMgr::_textures;
bool VolatileTextureMgr::_isReloading = false;
VolatileTexture::VolatileTexture(Texture2D *t)
: _texture(t)
, _uiImage(nullptr)
, _cashedImageType(kInvalid)
, _textureData(nullptr)
, _pixelFormat(backend::PixelFormat::RGBA8888)
, _fileName("")
, _text("")
{
}
VolatileTexture::~VolatileTexture()
{
CC_SAFE_RELEASE(_uiImage);
}
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void VolatileTextureMgr::addImageTexture(Texture2D *tt, const std::string& imageFileName)
{
if (_isReloading)
{
return;
}
VolatileTexture *vt = findVolotileTexture(tt);
vt->_cashedImageType = VolatileTexture::kImageFile;
vt->_fileName = imageFileName;
vt->_pixelFormat = tt->getPixelFormat();
}
void VolatileTextureMgr::addImage(Texture2D *tt, Image *image)
{
if (tt == nullptr || image == nullptr)
return;
VolatileTexture *vt = findVolotileTexture(tt);
image->retain();
vt->_uiImage = image;
vt->_cashedImageType = VolatileTexture::kImage;
vt->_pixelFormat = tt->getPixelFormat();
}
VolatileTexture* VolatileTextureMgr::findVolotileTexture(Texture2D *tt)
{
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VolatileTexture *vt = nullptr;
for (const auto& texture : _textures)
{
VolatileTexture *v = texture;
if (v->_texture == tt)
{
vt = v;
break;
}
}
if (!vt)
{
vt = new (std::nothrow) VolatileTexture(tt);
_textures.push_back(vt);
}
return vt;
}
void VolatileTextureMgr::addDataTexture(Texture2D *tt, void* data, int dataLen, backend::PixelFormat pixelFormat, const Size& contentSize)
{
if (_isReloading)
{
return;
}
VolatileTexture *vt = findVolotileTexture(tt);
vt->_cashedImageType = VolatileTexture::kImageData;
vt->_textureData = data;
vt->_dataLen = dataLen;
vt->_pixelFormat = pixelFormat;
vt->_textureSize = contentSize;
}
void VolatileTextureMgr::addStringTexture(Texture2D *tt, const char* text, const FontDefinition& fontDefinition)
{
if (_isReloading)
{
return;
}
VolatileTexture *vt = findVolotileTexture(tt);
vt->_cashedImageType = VolatileTexture::kString;
vt->_text = text;
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vt->_fontDefinition = fontDefinition;
}
void VolatileTextureMgr::removeTexture(Texture2D *t)
{
for (auto& item : _textures)
{
VolatileTexture *vt = item;
if (vt->_texture == t)
{
_textures.remove(vt);
delete vt;
break;
}
}
}
void VolatileTextureMgr::reloadAllTextures()
{
_isReloading = true;
CCLOG("reload all texture");
for (auto& texture : _textures)
{
VolatileTexture *vt = texture;
switch (vt->_cashedImageType)
{
case VolatileTexture::kImageFile:
{
reloadTexture(vt->_texture, vt->_fileName, vt->_pixelFormat);
// etc1 support check whether alpha texture exists & load it
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Image image;
if (image.initWithImageFile(vt->_fileName + TextureCache::getETC1AlphaFileSuffix()))
{
vt->_texture->updateWithImage(&image, vt->_pixelFormat, 1, TextureFormatEXT::ETC1_ALPHA);
}
}
break;
case VolatileTexture::kImageData:
{
vt->_texture->initWithData(vt->_textureData,
vt->_dataLen,
vt->_pixelFormat,
vt->_textureSize.width,
vt->_textureSize.height,
vt->_textureSize);
}
break;
case VolatileTexture::kString:
{
vt->_texture->initWithString(vt->_text.c_str(), vt->_fontDefinition);
}
break;
case VolatileTexture::kImage:
{
vt->_texture->initWithImage(vt->_uiImage, vt->_pixelFormat);
}
break;
default:
break;
}
}
_isReloading = false;
}
void VolatileTextureMgr::reloadTexture(Texture2D* texture, const std::string& filename, backend::PixelFormat pixelFormat)
{
if (!texture)
return;
Image* image = new (std::nothrow) Image();
Data data = FileUtils::getInstance()->getDataFromFile(filename);
if (image && image->initWithImageData(data.getBytes(), data.getSize()))
texture->initWithImage(image, pixelFormat);
CC_SAFE_RELEASE(image);
}
#endif // CC_ENABLE_CACHE_TEXTURE_DATA
NS_CC_END