|
|
@@ -22,28 +22,34 @@ TypeHandle TextureReloadRequest::_type_handle;
|
|
|
AsyncTask::DoneStatus TextureReloadRequest::
|
|
|
do_task() {
|
|
|
// Don't reload the texture if it doesn't need it.
|
|
|
- if (_texture->was_image_modified(_pgo)) {
|
|
|
- double delay = async_load_delay;
|
|
|
- if (delay != 0.0) {
|
|
|
- Thread::sleep(delay);
|
|
|
- }
|
|
|
+ if (!_texture->was_image_modified(_pgo) &&
|
|
|
+ (_allow_compressed ? _texture->has_ram_image() : _texture->has_uncompressed_ram_image())) {
|
|
|
+ return DS_done;
|
|
|
+ }
|
|
|
+
|
|
|
+ double delay = async_load_delay;
|
|
|
+ if (delay != 0.0) {
|
|
|
+ Thread::sleep(delay);
|
|
|
|
|
|
- if (_texture->was_image_modified(_pgo)) {
|
|
|
- if (_allow_compressed) {
|
|
|
- _texture->get_ram_image();
|
|
|
- } else {
|
|
|
- _texture->get_uncompressed_ram_image();
|
|
|
- }
|
|
|
-
|
|
|
- // Now that we've loaded the texture, we should ensure it actually gets
|
|
|
- // prepared--even if it's no longer visible in the frame--or it may
|
|
|
- // become a kind of a leak (if the texture is never rendered again on
|
|
|
- // this GSG, we'll just end up carrying the texture memory in RAM
|
|
|
- // forever, instead of dumping it as soon as it gets prepared).
|
|
|
- _pgo->enqueue_texture(_texture);
|
|
|
+ if (!_texture->was_image_modified(_pgo) &&
|
|
|
+ (_allow_compressed ? _texture->has_ram_image() : _texture->has_uncompressed_ram_image())) {
|
|
|
+ return DS_done;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+ if (_allow_compressed) {
|
|
|
+ _texture->get_ram_image();
|
|
|
+ } else {
|
|
|
+ _texture->get_uncompressed_ram_image();
|
|
|
+ }
|
|
|
+
|
|
|
+ // Now that we've loaded the texture, we should ensure it actually gets
|
|
|
+ // prepared--even if it's no longer visible in the frame--or it may become a
|
|
|
+ // kind of a leak (if the texture is never rendered again on this GSG, we'll
|
|
|
+ // just end up carrying the texture memory in RAM forever, instead of dumping
|
|
|
+ // it as soon as it gets prepared).
|
|
|
+ _pgo->enqueue_texture(_texture);
|
|
|
+
|
|
|
// Don't continue the task; we're done.
|
|
|
return DS_done;
|
|
|
}
|