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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : DX8 Texture Manager *
- * *
- * $Archive:: /Commando/Code/ww3d2/textureloader.h $*
- * *
- * Original Author:: vss_sync *
- * *
- * Author : Kenny Mitchell *
- * *
- * $Modtime:: 06/27/02 1:27p $*
- * *
- * $Revision:: 2 $*
- * *
- * 06/27/02 KM Texture class abstraction *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef TEXTURELOADER_H
- #define TEXTURELOADER_H
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #include "always.h"
- #include "texture.h"
- class StringClass;
- struct IDirect3DTexture8;
- class TextureLoadTaskClass;
- class TextureLoader
- {
- public:
- static void Init(void);
- static void Deinit(void);
- // Modify given texture size to nearest valid size on current hardware.
- static void Validate_Texture_Size(unsigned& width, unsigned& height, unsigned& depth);
- static IDirect3DTexture8 * Load_Thumbnail(
- const StringClass& filename,const Vector3& hsv_shift);
- // WW3DFormat texture_format); // Pass WW3D_FORMAT_UNKNOWN if you don't care
- static IDirect3DSurface8 * Load_Surface_Immediate(
- const StringClass& filename,
- WW3DFormat surface_format, // Pass WW3D_FORMAT_UNKNOWN if you don't care
- bool allow_compression);
- static void Request_Thumbnail(TextureBaseClass* tc);
- // Adds a loading task to the system. The task if processed in a separate
- // thread as soon as possible. The task will appear in finished tasks list
- // when it's been completed. The texture will be refreshed on the next
- // update call after appearing to the finished tasks list.
- static void Request_Background_Loading(TextureBaseClass* tc);
- // Textures can only be created and locked by the main thread so this function sends a request to the texture
- // handling system to load the texture immediatelly next time it enters the main thread. If this function
- // is called from the main thread the texture is loaded immediatelly.
- static void Request_Foreground_Loading(TextureBaseClass* tc);
- static void Flush_Pending_Load_Tasks(void);
- static void Update(void(*network_callback)(void) = NULL);
- // returns true if current thread of execution is allowed to make DX8 calls.
- static bool Is_DX8_Thread(void);
- static void Suspend_Texture_Load();
- static void Continue_Texture_Load();
- static void Set_Texture_Inactive_Override_Time(int time_ms) {TextureInactiveOverrideTime = time_ms;}
- private:
- static void Process_Foreground_Load (TextureLoadTaskClass *task);
- static void Process_Foreground_Thumbnail (TextureLoadTaskClass *task);
- static void Begin_Load_And_Queue (TextureLoadTaskClass *task);
- static void Load_Thumbnail (TextureBaseClass *tc);
- static bool TextureLoadSuspended;
- // The time in ms before a texture is thrown out.
- // The default is zero. The scripted movies set this to reduce texture stalls in movies.
- static int TextureInactiveOverrideTime;
- };
- class TextureLoadTaskListNodeClass
- {
- friend class TextureLoadTaskListClass;
- public:
- TextureLoadTaskListNodeClass(void) : Next(0), Prev(0) { }
- TextureLoadTaskListClass *Get_List(void) { return List; }
- TextureLoadTaskListNodeClass *Next;
- TextureLoadTaskListNodeClass *Prev;
- TextureLoadTaskListClass * List;
- };
- class TextureLoadTaskListClass
- {
- // This class implements an unsynchronized, double-linked list of TextureLoadTaskClass
- // objects, using an embedded list node.
- public:
- TextureLoadTaskListClass(void);
- // Returns true if list is empty, false otherwise.
- bool Is_Empty (void) const { return (Root.Next == &Root); }
- // Add a task to beginning of list
- void Push_Front (TextureLoadTaskClass *task);
- // Add a task to end of list
- void Push_Back (TextureLoadTaskClass *task);
- // Remove and return a task from beginning of list, or NULL if list is empty.
- TextureLoadTaskClass * Pop_Front (void);
- // Remove and return a task from end of list, or NULL if list is empty
- TextureLoadTaskClass * Pop_Back (void);
- // Remove specified task from list, if present
- void Remove (TextureLoadTaskClass *task);
- private:
- // This list is implemented using a sentinel node.
- TextureLoadTaskListNodeClass Root;
- };
- class SynchronizedTextureLoadTaskListClass : public TextureLoadTaskListClass
- {
- // This class added thread-safety to the basic TextureLoadTaskListClass.
- public:
- SynchronizedTextureLoadTaskListClass(void);
- // See comments above for description of member functions.
- void Push_Front (TextureLoadTaskClass *task);
- void Push_Back (TextureLoadTaskClass *task);
- TextureLoadTaskClass * Pop_Front (void);
- TextureLoadTaskClass * Pop_Back (void);
- void Remove (TextureLoadTaskClass *task);
- private:
- FastCriticalSectionClass CriticalSection;
- };
- /*
- ** (gth) The allocation system we're using for TextureLoadTaskClass has gotten a little
- ** complicated since Kenny added the new task types for Cube and Volume textures. The
- ** ::Destroy member is used to return a task to the pool now and must be over-ridden in
- ** each derived class to put the task back into the correct free list.
- */
- class TextureLoadTaskClass : public TextureLoadTaskListNodeClass
- {
- public:
- enum TaskType {
- TASK_NONE,
- TASK_THUMBNAIL,
- TASK_LOAD,
- };
- enum PriorityType {
- PRIORITY_LOW,
- PRIORITY_HIGH,
- };
- enum StateType {
- STATE_NONE,
- STATE_LOAD_BEGUN,
- STATE_LOAD_MIPMAP,
- STATE_LOAD_COMPLETE,
- STATE_COMPLETE,
- };
- TextureLoadTaskClass(void);
- ~TextureLoadTaskClass(void);
- static TextureLoadTaskClass * Create (TextureBaseClass *tc, TaskType type, PriorityType priority);
- static void Delete_Free_Pool (void);
- virtual void Destroy (void);
- virtual void Init (TextureBaseClass *tc, TaskType type, PriorityType priority);
- virtual void Deinit (void);
- TaskType Get_Type (void) const { return Type; }
- PriorityType Get_Priority (void) const { return Priority; }
- StateType Get_State (void) const { return State; }
- WW3DFormat Get_Format (void) const { return Format; }
- unsigned int Get_Width (void) const { return Width; }
- unsigned int Get_Height (void) const { return Height; }
- unsigned int Get_Mip_Level_Count (void) const { return MipLevelCount; }
- unsigned int Get_Reduction (void) const { return Reduction; }
- unsigned char * Get_Locked_Surface_Ptr (unsigned int level);
- unsigned int Get_Locked_Surface_Pitch(unsigned int level) const;
- TextureBaseClass * Peek_Texture (void) { return Texture; }
- IDirect3DTexture8 * Peek_D3D_Texture (void) { return (IDirect3DTexture8*)D3DTexture; }
- void Set_Type (TaskType t) { Type = t; }
- void Set_Priority (PriorityType p) { Priority = p; }
- void Set_State (StateType s) { State = s; }
- bool Begin_Load (void);
- bool Load (void);
- void End_Load (void);
- void Finish_Load (void);
- void Apply_Missing_Texture (void);
- protected:
- virtual bool Begin_Compressed_Load (void);
- virtual bool Begin_Uncompressed_Load (void);
- virtual bool Load_Compressed_Mipmap (void);
- virtual bool Load_Uncompressed_Mipmap(void);
- virtual void Lock_Surfaces (void);
- virtual void Unlock_Surfaces (void);
- void Apply (bool initialize);
-
- TextureBaseClass* Texture;
- IDirect3DBaseTexture8* D3DTexture;
- WW3DFormat Format;
- unsigned int Width;
- unsigned int Height;
- unsigned int MipLevelCount;
- unsigned int Reduction;
- Vector3 HSVShift;
- unsigned char * LockedSurfacePtr[MIP_LEVELS_MAX];
- unsigned int LockedSurfacePitch[MIP_LEVELS_MAX];
- TaskType Type;
- PriorityType Priority;
- StateType State;
- };
- class CubeTextureLoadTaskClass : public TextureLoadTaskClass
- {
- public:
- CubeTextureLoadTaskClass();
- virtual void Destroy (void);
- virtual void Init (TextureBaseClass *tc, TaskType type, PriorityType priority);
- virtual void Deinit (void);
- protected:
- virtual bool Begin_Compressed_Load (void);
- virtual bool Begin_Uncompressed_Load (void);
- virtual bool Load_Compressed_Mipmap (void);
- // virtual bool Load_Uncompressed_Mipmap(void);
- virtual void Lock_Surfaces (void);
- virtual void Unlock_Surfaces (void);
- private:
- unsigned char* Get_Locked_CubeMap_Surface_Pointer(unsigned int face, unsigned int level);
- unsigned int Get_Locked_CubeMap_Surface_Pitch(unsigned int face, unsigned int level) const;
- IDirect3DCubeTexture8* Peek_D3D_Cube_Texture(void) { return (IDirect3DCubeTexture8*)D3DTexture; }
- unsigned char* LockedCubeSurfacePtr[6][MIP_LEVELS_MAX];
- unsigned int LockedCubeSurfacePitch[6][MIP_LEVELS_MAX];
- };
- class VolumeTextureLoadTaskClass : public TextureLoadTaskClass
- {
- public:
- VolumeTextureLoadTaskClass();
- virtual void Destroy (void);
- virtual void Init (TextureBaseClass *tc, TaskType type, PriorityType priority);
- protected:
- virtual bool Begin_Compressed_Load (void);
- virtual bool Begin_Uncompressed_Load (void);
- virtual bool Load_Compressed_Mipmap (void);
- // virtual bool Load_Uncompressed_Mipmap(void);
- virtual void Lock_Surfaces (void);
- virtual void Unlock_Surfaces (void);
- private:
- unsigned char* Get_Locked_Volume_Pointer(unsigned int level);
- unsigned int Get_Locked_Volume_Row_Pitch(unsigned int level);
- unsigned int Get_Locked_Volume_Slice_Pitch(unsigned int level);
- IDirect3DVolumeTexture8* Peek_D3D_Volume_Texture(void) { return (IDirect3DVolumeTexture8*)D3DTexture; }
- unsigned int LockedSurfaceSlicePitch[MIP_LEVELS_MAX];
- unsigned int Depth;
- };
- #endif
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