Commit Graph

49 Commits

Author SHA1 Message Date
wagic.the.homebrew@gmail.com
ad1492b888 Erwan
-some small performance enhancements
2009-10-14 14:35:26 +00:00
wagic.the.homebrew@gmail.com
6f159fb39c Erwan - cache fixes - Code review highly appreciated, please criticize my code!
- fix issue 65 (quads when no image  load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
2009-10-13 14:16:30 +00:00
wagic.jeck
405a725cd0 Jeck - Quick hack fix for cache miss recording, proving that's the source of the cache speed issue. Runs at full speed with card images and unmanaged textures... but still too slow without. I think I can clear this up in the next six hours. Hopefully :) 2009-10-13 00:43:32 +00:00
wagic.the.homebrew@gmail.com
620ea034b8 Erwan
-Issue 26: added an option for Mana Display. This needs a bit testing, but it should also lower the priority of "manapool slowness" as this mode probably fixes performance issue as well.
-I can't seem to be able to "save" some options (hand position, mana display) ion the windows version, does this change break something ?
2009-10-04 06:01:00 +00:00
wagic.the.homebrew@gmail.com
888edfd5b8 Erwan
-more JGE cleanup
-removed calls to BindTexture that were made out of the Render methods. Please let me know if this has side effects (and let's discuss it in that case)
-Still no luck with the purple screen bug :(
2009-10-03 08:50:44 +00:00
wagic.jeck
f922c21ad2 Jeck - Cache misses report CACHE_ERROR_404. This allows alternate card renders to display steadily (that is, without reverting to cardback) in deck viewer. 2009-09-27 02:55:59 +00:00
wagic.jeck
28cb659a2e Jeck - Restored cache resets between game states, fixed minor issue with deck editor displaying the wrong first 7 cards when starting to edit a deck. 2009-09-27 00:50:30 +00:00
wagic.jeck
2020dce4fd Jeck - unsigned/signed fix, options fixes
* Abstracted out option calls to "f3" behind Constants::OPTION_FONT
 * Added option to disable card image loading.
2009-09-24 23:26:32 +00:00
wagic.jeck
d9786dfdc2 Jeck - (Probable) fix for issue 41. Turns out AttachZipFile is very robust, and already handles all the unattach / reattach optimizing & checking for us. 2009-09-22 05:33:01 +00:00
wagic.jeck
6de4f5612e Jeck - Resource manager zipfile fix.
* Only attaches when necessary.
2009-09-21 06:59:28 +00:00
wagic.jeck
e2adadd1bd Jeck - Re-enable sound effects. 2009-09-21 00:37:31 +00:00
wagic.jeck
8c9374fe1f Jeck - GameStateMenu releases background image from cache, minor cache fixes. 2009-09-20 23:56:08 +00:00
wagic.jeck
e0b225bad9 Jeck - TEMPORARY enabling of exceptions. (~6hrs) Sorry, I've been an idiot lately and coded myself into a corner with stuff that "should only take a minute" to fine tune. I honestly shouldn't have committed r871+, but I'd sworn to high heaven that the damn thing was fixed. In reality getting the cache 100% needs a bit more time, so I'm committing this in the hopes that it'll prevent sloppy cache work from interrupting other people's coding.
Exception handling in the cache means that Wagic runs slightly, but noticeably slower. However, it also means that the cache works the way it was intended to, and should prevent all sorts of awkward errors I introduced because things were half-allocated or worse. 

I've learned my lesson from tonight, and once I get this stuff put back together without exception handling I think I'll self-impose a manditory 24 hours debugging time before any commits. Sorry for the inconvenience. 

If for some reason you can't compile with exceptions, r862 should be completely without them. Again, wow, this was stupid-- I hadn't even realized exceptions were off for like 24 hours, as the compiler wasn't producing warnings. 

Apologies,
—Jeck
2009-09-20 03:10:34 +00:00
wagic.jeck
00c5b8cd7d Jeck - CACHESIZE option does something again. 2009-09-20 00:39:55 +00:00
wagic.jeck
1689edc69b Jeck - Cleanup some debug messages, cache now clears unlocked items between states. 2009-09-20 00:05:23 +00:00
wagic.jeck
1ba7f108b0 Jeck - Cache is using map<> again. The implementation is cleaner and seems a little faster. 2009-09-19 23:20:43 +00:00
wagic.jeck
8cc9bff484 Jeck - Stricter cache limits. 2009-09-19 22:34:48 +00:00
wagic.jeck
0d3686e65a Jeck - Cache fix, booster duplicate fix.
* Restored OptionItem saving fix.
 * Booster duplicate replacement was picking random cards from the wrong set. My fault, but I've fixed it :)
 * The problem with cache had nothing to do with memory fragmentation, but I've switched to an array rather than map<> just in case. The actual issue was that in GameStateDeckViewer, I'd given the cache unlimited space, thinking that AttemptNew would recover from any bad_allocs. Unfortunately, the image loading routines and similar stuff called by various implementations of WResource::Attempt() could fail halfway through, leaking memory. 

The temporary solution is to set a proper limit (8000000 px, more or less) and (in case we still run out of memory) test to make certain CACHE_SPACE_RESERVED can be malloc'd/free'd. The proper solution would be to keep byte-perfect records of memory used (right now we're kinda fuzzy-- we track pixels per image and bytes per sound, but not the space for jquads or other incidentals) instead of testing a malloc, and potentially cleaning up all calls inside of Attempt() so they fail without leaks. That's what I'm working on now.

Still, it's nice to have identified the problem. This version of the cache should be fully functional, it's just a bit inelegant.
2009-09-19 21:11:35 +00:00
wagic.jeck
f1670f2394 Jeck - Revert to r867. r868 logic sucks. 2009-09-19 04:17:42 +00:00
wagic.jeck
a5ded3e836 Jeck - Cleaned up logic a little in Cache::Get() 2009-09-19 04:11:07 +00:00
wagic.jeck
4b8d344bcd Jeck - Card ID collisions, cache fixes, cache deleted pooling.
* mtgid now defaults to 0.
 * TextScroller will not update when empty.
 * Cache now moves WCachedResources we're finished with to a garbage pool for later use (to reduce memory fragmentation). 
 * Demo still crashes... but I'm thinking that has to do with fragmentation, not a leak?
2009-09-19 01:48:42 +00:00
wagic.jeck
8ba34dafca Jeck - WResourceManager / Cache should now be leak free. Demo mode still crashes around EnstackBlocker. 2009-09-18 01:20:46 +00:00
jean.chalard
5fe68bc8a2 J :
* Un-revert compiling fixes
2009-09-15 16:15:46 +00:00
wagic.jeck
505ee8d1eb Jeck - I somehow managed to break the test suite. Rolled back my changes to r843, won't commit until they're properly debugged. 2009-09-15 01:53:02 +00:00
wagic.jeck
a84ed94954 Jeck - Cache Leakfix. Quads now individually lock/unlock. Demo still crashes PSP. 2009-09-14 20:54:49 +00:00
wagic.jeck
5467fd379f Jeck - Signed/unsigned fix in resource manager, options save fix. 2009-09-14 18:30:47 +00:00
wagic.jeck
d55fc91112 Jeck - [Requires JGE rebuild] Extensive cache improvements.
* Numerous cache fixes, reduced filesystem access.
 * Cache fails very gracefully. 
 * Cache is now a templated class, with individual caches per data-type.
 * Much easier to extend.
 * Extensively debugged. Try compiling with -DDEBUG_CACHE.
 * Caches limits can be set on a per-item basis.
 * hgeParticleSystemInfo are now cached, mana particles now fall back to defaults.
 * Samples are not cached, but track filesystem misses using the cache backbone. 
 * Avatars are cached. Default baka avatar is now baka.jpg, to prevent collision with player.

A note on the retrieval types: 
  RETRIEVE_MANAGE puts a resource into a seperate, managed resource list.
    Managed resources are guarenteed valid for the lifetime of the program. 
    Retrieving a managed quad promotes the associated texture to managed. Don't do that by mistake.
    Calls to Resources.Refresh() will attempt to reload managed resources in place.

  RETRIVE_LOCK (and by extension, RETRIEVE_VRAM), returns a resource after locking it.
    A resource may have many locks, and remains in cache until they are all released. 
    If the resource is managed, it returns it unmodified.

A note on quads:
Unlike all other RetrieveWhatever() functions, the default behavior for RetrieveQuad is RETRIEVE_LOCK. Worse, Release(JQuad*) is slow, and will /always/ release one lock from the associated texture.   

There's a long and complicated explanation for this, involving support for live relinking of textures to existing quads, but basically what it means is that we only use RetrieveQuad for quads we intend to store and later Release(). If a temporary quad is needed, the preferred method is to use NEW JQuad* and SAFE_DELETE with RetrieveTexture(). RetrieveTempQuad is also provided, but is only guaranteed until the next call to the cache.

Note that RetrieveCard has none of these problems.
2009-09-14 08:28:49 +00:00
wagic.jeck
9d203619aa Jeck - Extremely minor speedup for cache access in GameStateDeckViewer, minor fix to WResourceManager::cleanup(). 2009-09-11 08:17:05 +00:00
wagic.the.homebrew@gmail.com
c0be024093 Erwan
- Put back delayed loading functionality for the Deck editor
2009-09-09 13:51:29 +00:00
wagic.jeck
91a9387e33 Jeck - Profile loading fix, minor options menu improvements, minor cleanup. 2009-09-09 11:11:17 +00:00
wagic.jeck
4993cc5dea Jeck - Cache now pretty damn near guarantees successful retrieval.
* The only fail condition is if all resources are locked, or the file doesn't exist at all.
2009-09-09 05:02:08 +00:00
wagic.jeck
e3d86f0824 Jeck - Improved cache size tracking. 2009-09-09 00:15:33 +00:00
wagic.jeck
ad7006e2de Jeck - Profile and cache improvements, booster duplicate likelihood reduced.
* Cache now tracks missing textures for RetrieveQuad, not just RetrieveCard/RetrieveTexture.
* Profile options are no longer overwritten when switching profiles.
* Main menu notifies of alternate profile- "Database: X" becomes "Profile: Y of X cards."
* Boosters iterates through cards, replacing duplicates. Stops after 15 tries to prevent infinite loops on small sets.
* Very simplistic theme switcher, only displays when alternate themes are present.
2009-09-08 03:23:19 +00:00
wagic.the.homebrew@gmail.com
380014b2a6 Erwan
-removed memory leak introduced in r.789
-added "blocked" bool in MTGCardInstance
2009-09-05 09:17:30 +00:00
wagic.jeck
bf42825be8 Jeck - Fixed zipfile loading on PSP. 2009-09-05 07:14:01 +00:00
wagic.jeck
62be1e1c72 Jeck — Cache refresh functionality, forcing in situ reload of textures.
* Changing profiles will now reload graphics, in case the profile has a different theme/mode/whatever.
2009-09-04 22:33:39 +00:00
wagic.jeck
78b9d61baf Jeck - Crashfix for cache, proposed replacement for icon.png
* Please comment on new icon.png with any suggestions.
* Prevents RemoveOldestTexture from deleting things it shouldn't
2009-09-04 20:41:31 +00:00
wagic.jeck
2a7d6819bb Jeck - More minor WResourceManager fixes.
* Locked resources are now guaranteed, though they currently share memory limits with the cache, so be certain to release them when you're done.
* RetrieveQuad now returns different quads for different resource names, regardless of if they share size and position.
2009-09-03 22:41:25 +00:00
wagic.jeck
0689b01536 Jeck - WResourceManager now tracks filesystem misses for cards (up to MAX_CACHE_OBJECTS) and sfx, so disk use is much reduced. 2009-09-03 21:52:41 +00:00
wagic.jeck
805a78e39d Jeck - Some logic fixes, reducing number of filesys calls when loading graphics. (Cards still check filesys way too often, but I'm working on that) 2009-09-03 21:10:04 +00:00
wagic.jeck
c6f319d685 Jeck - Some minor fiddling with cache. 2009-09-03 19:08:09 +00:00
wagic.jeck
8340fdbd5b Jeck - It wasn't emptying the cache properly, so this is a step in the right direction. I'll keep looking for more issues, though. 2009-09-03 18:21:57 +00:00
wagic.the.homebrew@gmail.com
37ea7f95b4 Erwan
-cache fix(?)
2009-09-03 12:47:40 +00:00
wagic.jeck
f220d2e9b9 Jeck - Cache and resource manager merged, streamlined.
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
 * If you've Retrieved it, don't delete it--- Use resources.Release(Whatever). 
    Textures automatically release subordinate quads.
 * Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
    RetrieveQuad will load the required texture, if needed.
    Only managed resources have a resource name ("back", "simon", etc). 
    Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
    Non managed quads lookup by position/dimensions, defaulting to the whole texture.
 * Use resources.RetrieveTexture only when you need to do something special to it. 
    Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
    RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
    Release(JTexture*) is called, or as a last resort during cache overflow.
 * Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE. 
    All others may become invalid, although locked textures do have a high degree of stability. It's
    pretty safe to store a locked texture if you're not going to load much between uses.

There's a lot going on here, so I might have missed something... but it runs through the test suite alright.

TODO: 
 * When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image. 
    This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
 * I've had a crash while runing the Demo mode, something to do with receiveEventMinus? 
    This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so 
    I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
 * Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
2009-09-03 09:28:16 +00:00
wagic.jeck
62e12380a4 Jeck - Stopgap update fixing WResourceManager slowdown until complete rewrite. 2009-08-27 23:24:55 +00:00
wagic.jeck
db1730ee7f Jeck - Fixed issue with destructor not being called on OptionProfile, split settings into tabs. 2009-08-27 14:08:38 +00:00
wagic.the.homebrew@gmail.com
99aa284431 Erwan
-code cleanup
-memory leaks fixes
2009-08-27 13:32:12 +00:00
wagic.jeck
807eea7ddb Jeck - As prior, but for sounds and music as well. Use CommonRes->ssLoadMusic / CommonRes->ssLoadSample. 2009-08-27 06:31:38 +00:00
wagic.jeck
5e14efed3c Jeck - CommonRes transparently finds themed versions of files. Use JRenderer::LoadTexture for unthemed files, and CommonRes::LoadTexture for themed files. Res/graphics/back.jpg renamed to Res/graphics/backdrop.jpg due to collision with sets/back.jpg. 2009-08-27 05:58:26 +00:00