private static bool IsFont(SpriteInfo input) { switch (input.Reference.Format) { case SurfaceFormat.Dxt1: case SurfaceFormat.Dxt3: case SurfaceFormat.Dxt5: return(Math.Min(input.Size.Extent.MinOf, input.ReferenceSize.MinOf) >= FontBlock); default: return(false); } }
internal static ulong GetHash(SpriteInfo input, bool desprite) { // Need to make Hashing.CombineHash work better. ulong hash = Hash.Combine(input.Reference.SafeName()?.GetHashCode(), input.Reference.Meta().GetHash(input)); if (Config.Resample.EnableDynamicScale) { unchecked { hash = Hash.Combine(hash, HashULong((ulong)input.ExpectedScale)); } } if (desprite) { hash = Hash.Combine(hash, input.Size.Hash()); } return(hash); }
internal ScaledTexture(string assetName, SpriteInfo textureWrapper, Bounds sourceRectangle, ulong hash, bool isSprite, bool async, int expectedScale) { IsSprite = isSprite; Hash = hash; var source = textureWrapper.Reference; this.OriginalSourceRectangle = new Bounds(sourceRectangle); this.Reference = source.MakeWeak(); this.sourceRectangle = sourceRectangle; this.refScale = expectedScale; SpriteMap.Add(source, this, sourceRectangle, expectedScale); this.Name = source.Name.IsBlank() ? assetName : source.SafeName(); originalSize = IsSprite ? sourceRectangle.Extent : new Vector2I(source); if (async && Config.AsyncScaling.Enabled) { ThreadPool.QueueUserWorkItem((object wrapper) => { Thread.CurrentThread.Priority = ThreadPriority.Lowest; Thread.CurrentThread.Name = "Texture Resampling Thread"; Upscaler.Upscale( texture: this, scale: ref refScale, input: (SpriteInfo)wrapper, desprite: IsSprite, hash: Hash, wrapped: ref Wrapped, async: true ); // If the upscale fails, the asynchronous action on the render thread automatically cleans up the ScaledTexture. }, textureWrapper); } else { // TODO store the HD Texture in _this_ object instead. Will confuse things like subtexture updates, though. this.Texture = Upscaler.Upscale( texture: this, scale: ref refScale, input: textureWrapper, desprite: IsSprite, hash: Hash, wrapped: ref Wrapped, async: false ); if (this.Texture != null) { Finish(); } else { Dispose(); return; } } // TODO : I would love to dispose of this texture _now_, but we rely on it disposing to know if we need to dispose of ours. // There is a better way to do this using weak references, I just need to analyze it further. Memory leaks have been a pain so far. source.Disposing += (object sender, EventArgs args) => { OnParentDispose((Texture2D)sender); }; lock (MostRecentList) { CurrentRecentNode = MostRecentList.AddFirst(this.MakeWeak()); } }
internal static void Purge(Texture2D reference, Bounds?bounds, DataRef <byte> data) { SpriteInfo.Purge(reference, bounds, data); SpriteMap.Purge(reference, bounds); Upscaler.PurgeHash(reference); }
static internal ScaledTexture Get(Texture2D texture, Bounds source, int expectedScale) { if (!Validate(texture)) { return(null); } if (SpriteMap.TryGet(texture, source, expectedScale, out var scaleTexture)) { return(scaleTexture); } bool useAsync = (Config.AsyncScaling.EnabledForUnknownTextures || !texture.Name.IsBlank()) && (texture.Area() >= Config.AsyncScaling.MinimumSizeTexels); if (useAsync && Config.AsyncScaling.Enabled && !DrawState.GetUpdateToken(texture.Area()) && !texture.Meta().HasCachedData) { return(null); } if (Config.DiscardDuplicates) { // Check for duplicates with the same name. // TODO : We do have a synchronity issue here. We could purge before an asynchronous task adds the texture. // DiscardDuplicatesFrameDelay if (!texture.Name.IsBlank() && !Config.DiscardDuplicatesBlacklist.Contains(texture.SafeName())) { try { lock (DuplicateTable) { if (DuplicateTable.TryGetValue(texture.SafeName(), out var weakTexture)) { if (weakTexture.TryGetTarget(out var strongTexture)) { // Is it not the same texture, and the previous texture has not been accessed for at least 2 frames? if (strongTexture != texture && (DrawState.CurrentFrame - strongTexture.Meta().LastAccessFrame) > 2) { Debug.TraceLn($"Purging Duplicate Texture '{strongTexture.SafeName()}'"); DuplicateTable[texture.SafeName()] = texture.MakeWeak(); Purge(strongTexture); } } else { DuplicateTable[texture.SafeName()] = texture.MakeWeak(); } } else { DuplicateTable.Add(texture.SafeName(), texture.MakeWeak()); } } } catch (Exception ex) { ex.PrintWarning(); } } } bool isSprite = !ExcludeSprite(texture) && (!source.Offset.IsZero || source.Extent != texture.Extent()); var textureWrapper = new SpriteInfo(reference: texture, dimensions: source, expectedScale: expectedScale); ulong hash = Upscaler.GetHash(textureWrapper, isSprite); var newTexture = new ScaledTexture( assetName: texture.SafeName(), textureWrapper: textureWrapper, sourceRectangle: source, isSprite: isSprite, hash: hash, async: useAsync, expectedScale: expectedScale ); if (useAsync && Config.AsyncScaling.Enabled) { // It adds itself to the relevant maps. if (newTexture.IsReady && newTexture.Texture != null) { return(newTexture); } return(null); } else { return(newTexture); } }
private static bool IsWater(SpriteInfo input) { return(input.Size.Right <= 640 && input.Size.Top >= 2000 && input.Size.Extent.MinOf >= WaterBlock && input.Reference.SafeName() == "LooseSprites/Cursors"); }
private static unsafe void CreateNewTexture( ScaledTexture texture, SpriteInfo input, bool desprite, bool isWater, in Bounds spriteBounds,
static internal ScaledTexture Get(Texture2D texture, Bounds source, uint expectedScale) { using var _ = Performance.Track(); if (SpriteMap.TryGet(texture, source, expectedScale, out var scaleTexture)) { return(scaleTexture); } if (!Validate(texture)) { return(null); } bool useAsync = (Config.AsyncScaling.EnabledForUnknownTextures || !texture.Anonymous()) && (texture.Area() >= Config.AsyncScaling.MinimumSizeTexels); // !texture.Meta().HasCachedData var estimatedDuration = GetTimer(texture: texture, async: useAsync).Estimate(texture.Area()); const float multiplier = 0.75f; var remainingTime = DrawState.RemainingFrameTime(multiplier: multiplier); if (DrawState.PushedUpdateWithin(1) && estimatedDuration >= remainingTime) { return(null); } // TODO : We should really only populate the average when we are performing an expensive operation like GetData. var begin = DateTime.Now; bool isSprite = (!source.Offset.IsZero || source.Extent != texture.Extent()); SpriteInfo textureWrapper; ulong hash; using (Performance.Track("new SpriteInfo")) textureWrapper = new SpriteInfo(reference: texture, dimensions: source, expectedScale: expectedScale); // If this is null, it can only happen due to something being blocked, so we should try again later. if (textureWrapper.Data == null) { return(null); } DrawState.PushedUpdateThisFrame = true; try { using (Performance.Track("Upscaler.GetHash")) hash = Upscaler.GetHash(textureWrapper, isSprite); var newTexture = new ScaledTexture( assetName: texture.SafeName(), textureWrapper: textureWrapper, sourceRectangle: source, isSprite: isSprite, hash: hash, async: useAsync, expectedScale: expectedScale ); if (useAsync && Config.AsyncScaling.Enabled) { // It adds itself to the relevant maps. if (newTexture.IsReady && newTexture.Texture != null) { return(newTexture); } return(null); } else { return(newTexture); } } finally { var averager = GetTimer(cached: textureWrapper.WasCached, async: useAsync); averager.Add(texture.Area(), DateTime.Now - begin); } }
private static TexelTimer GetTimer(Texture2D texture, bool async) { var IsCached = SpriteInfo.IsCached(texture); return(GetTimer(IsCached, async)); }