/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 .
*
*/
//=============================================================================
//
// sprite caching system
//
//=============================================================================
#include "common/system.h"
#include "ags/shared/core/platform.h"
#include "ags/shared/util/stream.h"
#include "ags/lib/std/algorithm.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/shared/ac/game_struct_defines.h"
#include "ags/shared/debugging/out.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
// [IKM] We have to forward-declare these because their implementations are in the Engine
extern void initialize_sprite(int);
extern void pre_save_sprite(Bitmap *image);
extern void get_new_size_for_sprite(int, int, int, int &, int &);
// High-verbosity sprite cache log
#if DEBUG_SPRITECACHE
#define SprCacheLog(...) Debug::Printf(kDbgGroup_SprCache, kDbgMsg_Debug, __VA_ARGS__)
#else
#define SprCacheLog(...)
#endif
SpriteInfo::SpriteInfo()
: Flags(0)
, Width(0)
, Height(0) {
}
namespace AGS {
namespace Shared {
SpriteCache::SpriteCache(std::vector &sprInfos)
: _sprInfos(sprInfos), _maxCacheSize(DEFAULTCACHESIZE_KB * 1024u),
_cacheSize(0u), _lockedSize(0u) {
}
SpriteCache::~SpriteCache() {
Reset();
}
size_t SpriteCache::GetCacheSize() const {
return _cacheSize;
}
size_t SpriteCache::GetLockedSize() const {
return _lockedSize;
}
size_t SpriteCache::GetMaxCacheSize() const {
return _maxCacheSize;
}
size_t SpriteCache::GetSpriteSlotCount() const {
return _spriteData.size();
}
void SpriteCache::SetMaxCacheSize(size_t size) {
FreeMem(size);
_maxCacheSize = size;
}
void SpriteCache::Reset() {
_file.Close();
// TODO: find out if it's safe to simply always delete _spriteData.Image with array element
for (size_t i = 0; i < _spriteData.size(); ++i) {
if (_spriteData[i].Image) {
delete _spriteData[i].Image;
_spriteData[i].Image = nullptr;
}
}
_spriteData.clear();
_mru.clear();
_cacheSize = 0;
_lockedSize = 0;
}
bool SpriteCache::SetSprite(sprkey_t index, Bitmap *sprite, int flags) {
if (index < 0 || EnlargeTo(index) != index) {
Debug::Printf(kDbgGroup_SprCache, kDbgMsg_Error, "SetSprite: unable to use index %d", index);
return false;
}
if (!sprite) {
Debug::Printf(kDbgGroup_SprCache, kDbgMsg_Error, "SetSprite: attempt to assign nullptr to index %d", index);
return false;
}
_spriteData[index].Image = sprite;
_spriteData[index].Flags = SPRCACHEFLAG_LOCKED; // NOT from asset file
_spriteData[index].Size = 0;
_sprInfos[index].Flags = flags;
_sprInfos[index].Width = sprite->GetWidth();
_sprInfos[index].Height = sprite->GetHeight();
SprCacheLog("SetSprite: (external) %d", index);
return true;
}
void SpriteCache::SetEmptySprite(sprkey_t index, bool as_asset) {
if (index < 0 || EnlargeTo(index) != index) {
Debug::Printf(kDbgGroup_SprCache, kDbgMsg_Error, "SetEmptySprite: unable to use index %d", index);
return;
}
if (as_asset)
_spriteData[index].Flags = SPRCACHEFLAG_ISASSET;
RemapSpriteToSprite0(index);
}
void SpriteCache::SubstituteBitmap(sprkey_t index, Bitmap *sprite) {
if (!DoesSpriteExist(index)) {
Debug::Printf(kDbgGroup_SprCache, kDbgMsg_Error, "SubstituteBitmap: attempt to set for non-existing sprite %d", index);
return;
}
_spriteData[index].Image = sprite;
SprCacheLog("SubstituteBitmap: %d", index);
}
void SpriteCache::RemoveSprite(sprkey_t index, bool freeMemory) {
if (index < 0 || (size_t)index >= _spriteData.size())
return;
if (freeMemory)
delete _spriteData[index].Image;
InitNullSpriteParams(index);
SprCacheLog("RemoveSprite: %d", index);
}
sprkey_t SpriteCache::EnlargeTo(sprkey_t topmost) {
if (topmost < 0 || topmost > MAX_SPRITE_INDEX)
return -1;
if ((size_t)topmost < _spriteData.size())
return topmost;
size_t newsize = topmost + 1;
_sprInfos.resize(newsize);
_spriteData.resize(newsize);
return topmost;
}
sprkey_t SpriteCache::GetFreeIndex() {
for (size_t i = MIN_SPRITE_INDEX; i < _spriteData.size(); ++i) {
// slot empty
if (!DoesSpriteExist(i)) {
_sprInfos[i] = SpriteInfo();
_spriteData[i] = SpriteData();
return i;
}
}
// enlarge the sprite bank to find a free slot and return the first new free slot
return EnlargeTo(_spriteData.size());
}
bool SpriteCache::SpriteData::DoesSpriteExist() const {
return (Image != nullptr) || // HAS loaded bitmap
((Flags & SPRCACHEFLAG_ISASSET) != 0); // OR found in the game resources
}
bool SpriteCache::SpriteData::IsAssetSprite() const {
return (Flags & SPRCACHEFLAG_ISASSET) != 0; // found in game resources
}
bool SpriteCache::SpriteData::IsExternalSprite() const {
return (Image != nullptr) && // HAS loaded bitmap
((Flags & SPRCACHEFLAG_ISASSET) == 0) && // AND NOT found in game resources
((Flags & SPRCACHEFLAG_REMAPPED) == 0); // AND was NOT remapped to another sprite
}
bool SpriteCache::SpriteData::IsLocked() const {
return (Flags & SPRCACHEFLAG_LOCKED) != 0;
}
bool SpriteCache::DoesSpriteExist(sprkey_t index) const {
return index >= 0 && (size_t)index < _spriteData.size() && _spriteData[index].DoesSpriteExist();
}
Bitmap *SpriteCache::operator [] (sprkey_t index) {
// invalid sprite slot
if (index < 0 || (size_t)index >= _spriteData.size())
return nullptr;
// Externally added sprite or locked sprite, don't put it into MRU list
if (_spriteData[index].IsExternalSprite() || _spriteData[index].IsLocked())
return _spriteData[index].Image;
if (_spriteData[index].Image) {
// Move to the beginning of the MRU list
_mru.splice(_mru.begin(), _mru, _spriteData[index].MruIt);
} else {
// Sprite exists in file but is not in mem, load it
LoadSprite(index);
_spriteData[index].MruIt = _mru.insert(_mru.begin(), index);
}
return _spriteData[index].Image;
}
void SpriteCache::FreeMem(size_t space) {
for (int tries = 0; (_mru.size() > 0) && (_cacheSize >= (_maxCacheSize - space)); ++tries) {
DisposeOldest();
if (tries > 1000) { // ???
Debug::Printf(kDbgGroup_SprCache, kDbgMsg_Error, "RUNTIME CACHE ERROR: STUCK IN FREE_UP_MEM; RESETTING CACHE");
DisposeAll();
}
}
}
void SpriteCache::DisposeOldest() {
assert(_mru.size() > 0);
if (_mru.size() == 0)
return;
auto it = std::prev(_mru.end());
const auto sprnum = *it;
// Safety check: must be a sprite from resources
assert(_spriteData[sprnum].IsAssetSprite());
if (!_spriteData[sprnum].IsAssetSprite()) {
Debug::Printf(kDbgGroup_SprCache, kDbgMsg_Error, "SpriteCache::DisposeOldest: in MRU list sprite %d is external or does not exist", sprnum);
_mru.erase(it);
// std::list::erase() invalidates iterators to the erased item.
// But our implementation does not.
_spriteData[sprnum].MruIt._node = nullptr;
return;
}
// Delete the image, unless is locked
// NOTE: locked sprites may still occur in MRU list
if (!_spriteData[sprnum].IsLocked()) {
_cacheSize -= _spriteData[sprnum].Size;
delete _spriteData[*it].Image;
_spriteData[sprnum].Image = nullptr;
SprCacheLog("DisposeOldest: disposed %d, size now %d KB", sprnum, _cacheSize / 1024);
}
// Remove from the mru list
_mru.erase(it);
// std::list::erase() invalidates iterators to the erased item.
// But our implementation does not.
_spriteData[sprnum].MruIt._node = nullptr;
}
void SpriteCache::DisposeAll() {
for (size_t i = 0; i < _spriteData.size(); ++i) {
if (!_spriteData[i].IsLocked() && // not locked
_spriteData[i].IsAssetSprite()) // sprite from game resource
{
delete _spriteData[i].Image;
_spriteData[i].Image = nullptr;
}
}
_cacheSize = _lockedSize;
_mru.clear();
}
void SpriteCache::Precache(sprkey_t index) {
if (index < 0 || (size_t)index >= _spriteData.size())
return;
if (!_spriteData[index].IsAssetSprite())
return; // cannot precache a non-asset sprite
soff_t sprSize = 0;
if (_spriteData[index].Image == nullptr) {
sprSize = LoadSprite(index);
} else if (!_spriteData[index].IsLocked()) {
sprSize = _spriteData[index].Size;
// Remove locked sprite from the MRU list
_mru.erase(_spriteData[index].MruIt);
// std::list::erase() invalidates iterators to the erased item.
// But our implementation does not.
_spriteData[index].MruIt._node = nullptr;
}
// make sure locked sprites can't fill the cache
_maxCacheSize += sprSize;
_lockedSize += sprSize;
_spriteData[index].Flags |= SPRCACHEFLAG_LOCKED;
SprCacheLog("Precached %d", index);
}
sprkey_t SpriteCache::GetDataIndex(sprkey_t index) {
return (_spriteData[index].Flags & SPRCACHEFLAG_REMAPPED) == 0 ? index : 0;
}
size_t SpriteCache::LoadSprite(sprkey_t index) {
assert((index >= 0) && ((size_t)index < _spriteData.size()));
if (index < 0 || (size_t)index >= _spriteData.size())
return 0;
sprkey_t load_index = GetDataIndex(index);
Bitmap *image;
HError err = _file.LoadSprite(load_index, image);
if (!image) {
Debug::Printf(kDbgGroup_SprCache, kDbgMsg_Warn,
"LoadSprite: failed to load sprite %d:\n%s\n - remapping to sprite 0.", index,
err ? "Sprite does not exist." : err->FullMessage().GetCStr());
RemapSpriteToSprite0(index);
return 0;
}
// update the stored width/height
_sprInfos[index].Width = image->GetWidth();
_sprInfos[index].Height = image->GetHeight();
_spriteData[index].Image = image;
// Stop it adding the sprite to the used list just because it's loaded
// TODO: this messy hack is required, because initialize_sprite calls operator[]
// which puts the sprite to the MRU list.
_spriteData[index].Flags |= SPRCACHEFLAG_LOCKED;
// TODO: this is ugly: asks the engine to convert the sprite using its own knowledge.
// And engine assigns new bitmap using SpriteCache::SubstituteBitmap().
// Perhaps change to the callback function pointer?
initialize_sprite(index);
if (index != 0) // leave sprite 0 locked
_spriteData[index].Flags &= ~SPRCACHEFLAG_LOCKED;
const size_t size = _sprInfos[index].Width * _sprInfos[index].Height *
_spriteData[index].Image->GetBPP();
// Clear up space before adding to cache
FreeMem(size);
_spriteData[index].Size = size;
_cacheSize += size;
SprCacheLog("Loaded %d, size now %zu KB", index, _cacheSize / 1024);
return size;
}
void SpriteCache::RemapSpriteToSprite0(sprkey_t index) {
_sprInfos[index].Flags = _sprInfos[0].Flags;
_sprInfos[index].Width = _sprInfos[0].Width;
_sprInfos[index].Height = _sprInfos[0].Height;
_spriteData[index].Image = nullptr;
_spriteData[index].Size = _spriteData[0].Size;
_spriteData[index].Flags |= SPRCACHEFLAG_REMAPPED;
SprCacheLog("RemapSpriteToSprite0: %d", index);
}
int SpriteCache::SaveToFile(const String &filename, int store_flags, SpriteCompression compress, SpriteFileIndex &index) {
std::vector> sprites;
for (size_t i = 0; i < _spriteData.size(); ++i) {
// NOTE: this is a horrible hack:
// because Editor expects slightly different RGB order, it swaps colors
// when loading them (call to initialize_sprite), so here we basically
// unfix that fix to save the data in a way that engine will expect.
// TODO: perhaps adjust the editor to NOT need this?!
pre_save_sprite(_spriteData[i].Image);
sprites.push_back(std::make_pair(DoesSpriteExist(i), _spriteData[i].Image));
}
return SaveSpriteFile(filename, sprites, &_file, store_flags, compress, index);
}
HError SpriteCache::InitFile(const String &filename, const String &sprindex_filename) {
Reset();
std::vector metrics;
HError err = _file.OpenFile(filename, sprindex_filename, metrics);
if (!err)
return err;
// Initialize sprite infos
size_t newsize = metrics.size();
_sprInfos.resize(newsize);
_spriteData.resize(newsize);
_mru.clear();
for (size_t i = 0; i < metrics.size(); ++i) {
if (!metrics[i].IsNull()) {
// Existing sprite
_spriteData[i].Flags = SPRCACHEFLAG_ISASSET;
get_new_size_for_sprite(i, metrics[i].Width, metrics[i].Height, _sprInfos[i].Width, _sprInfos[i].Height);
} else {
// Handle empty slot: remap to sprite 0
if (i > 0) // FIXME: optimize
InitNullSpriteParams(i);
}
}
return HError::None();
}
void SpriteCache::DetachFile() {
_file.Close();
}
} // namespace Shared
} // namespace AGS
} // namespace AGS3