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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Normalize texture cache keys to prevent duplicate GPU textures
This commit is contained in:
parent
3eda342b87
commit
46c672d1c2
4 changed files with 53 additions and 14 deletions
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@ -312,15 +312,23 @@ GLuint CharacterRenderer::loadTexture(const std::string& path) {
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}
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if (allWhitespace) return whiteTexture;
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auto normalizeKey = [](std::string key) {
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std::replace(key.begin(), key.end(), '/', '\\');
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std::transform(key.begin(), key.end(), key.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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return key;
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};
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std::string key = normalizeKey(path);
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// Check cache
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auto it = textureCache.find(path);
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auto it = textureCache.find(key);
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if (it != textureCache.end()) return it->second;
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if (!assetManager || !assetManager->isInitialized()) {
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return whiteTexture;
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}
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auto blpImage = assetManager->loadTexture(path);
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auto blpImage = assetManager->loadTexture(key);
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if (!blpImage.isValid()) {
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core::Logger::getInstance().warning("Failed to load texture: ", path);
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// Do not cache failures as white. Some asset reads can fail transiently and
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@ -341,7 +349,7 @@ GLuint CharacterRenderer::loadTexture(const std::string& path) {
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applyAnisotropicFiltering();
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glBindTexture(GL_TEXTURE_2D, 0);
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textureCache[path] = texId;
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textureCache[key] = texId;
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core::Logger::getInstance().info("Loaded character texture: ", path, " (", blpImage.width, "x", blpImage.height, ")");
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return texId;
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}
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@ -2674,14 +2674,22 @@ void M2Renderer::cleanupUnusedModels() {
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}
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GLuint M2Renderer::loadTexture(const std::string& path) {
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auto normalizeKey = [](std::string key) {
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std::replace(key.begin(), key.end(), '/', '\\');
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std::transform(key.begin(), key.end(), key.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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return key;
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};
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std::string key = normalizeKey(path);
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// Check cache
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auto it = textureCache.find(path);
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auto it = textureCache.find(key);
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if (it != textureCache.end()) {
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return it->second;
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}
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// Load BLP texture
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pipeline::BLPImage blp = assetManager->loadTexture(path);
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pipeline::BLPImage blp = assetManager->loadTexture(key);
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if (!blp.isValid()) {
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LOG_WARNING("M2: Failed to load texture: ", path);
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// Don't cache failures — transient StormLib thread contention can
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@ -2706,7 +2714,7 @@ GLuint M2Renderer::loadTexture(const std::string& path) {
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glBindTexture(GL_TEXTURE_2D, 0);
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textureCache[path] = textureID;
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textureCache[key] = textureID;
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LOG_DEBUG("M2: Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
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return textureID;
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@ -223,14 +223,22 @@ TerrainChunkGPU TerrainRenderer::uploadChunk(const pipeline::ChunkMesh& chunk) {
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}
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GLuint TerrainRenderer::loadTexture(const std::string& path) {
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auto normalizeKey = [](std::string key) {
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std::replace(key.begin(), key.end(), '/', '\\');
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std::transform(key.begin(), key.end(), key.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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return key;
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};
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std::string key = normalizeKey(path);
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// Check cache first
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auto it = textureCache.find(path);
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auto it = textureCache.find(key);
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if (it != textureCache.end()) {
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return it->second;
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}
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// Load BLP texture
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pipeline::BLPImage blp = assetManager->loadTexture(path);
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pipeline::BLPImage blp = assetManager->loadTexture(key);
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if (!blp.isValid()) {
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LOG_WARNING("Failed to load texture: ", path);
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// Do not cache failure as white: MPQ/file reads can fail transiently
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@ -261,7 +269,7 @@ GLuint TerrainRenderer::loadTexture(const std::string& path) {
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glBindTexture(GL_TEXTURE_2D, 0);
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// Cache texture
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textureCache[path] = textureID;
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textureCache[key] = textureID;
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LOG_DEBUG("Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
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@ -269,9 +277,16 @@ GLuint TerrainRenderer::loadTexture(const std::string& path) {
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}
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void TerrainRenderer::uploadPreloadedTextures(const std::unordered_map<std::string, pipeline::BLPImage>& textures) {
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auto normalizeKey = [](std::string key) {
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std::replace(key.begin(), key.end(), '/', '\\');
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std::transform(key.begin(), key.end(), key.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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return key;
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};
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for (const auto& [path, blp] : textures) {
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std::string key = normalizeKey(path);
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// Skip if already cached
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if (textureCache.find(path) != textureCache.end()) continue;
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if (textureCache.find(key) != textureCache.end()) continue;
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if (!blp.isValid()) {
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// Don't poison cache with white on invalid preload; allow fallback
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// path to retry loading this texture later.
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@ -292,7 +307,7 @@ void TerrainRenderer::uploadPreloadedTextures(const std::unordered_map<std::stri
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applyAnisotropicFiltering();
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glBindTexture(GL_TEXTURE_2D, 0);
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textureCache[path] = textureID;
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textureCache[key] = textureID;
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}
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}
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@ -1615,14 +1615,22 @@ GLuint WMORenderer::loadTexture(const std::string& path) {
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return whiteTexture;
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}
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auto normalizeKey = [](std::string key) {
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std::replace(key.begin(), key.end(), '/', '\\');
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std::transform(key.begin(), key.end(), key.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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return key;
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};
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std::string key = normalizeKey(path);
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// Check cache first
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auto it = textureCache.find(path);
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auto it = textureCache.find(key);
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if (it != textureCache.end()) {
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return it->second;
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}
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// Load BLP texture
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pipeline::BLPImage blp = assetManager->loadTexture(path);
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pipeline::BLPImage blp = assetManager->loadTexture(key);
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if (!blp.isValid()) {
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core::Logger::getInstance().warning("WMO: Failed to load texture: ", path);
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// Do not cache failures as white. MPQ reads can fail transiently
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@ -1654,7 +1662,7 @@ GLuint WMORenderer::loadTexture(const std::string& path) {
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glBindTexture(GL_TEXTURE_2D, 0);
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// Cache it
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textureCache[path] = textureID;
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textureCache[key] = textureID;
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core::Logger::getInstance().debug("WMO: Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
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return textureID;
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