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author | Torbjörn Andersson | 2004-09-12 17:10:59 +0000 |
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committer | Torbjörn Andersson | 2004-09-12 17:10:59 +0000 |
commit | d010b9e560c6eab95ffd5a46067ab9ffc8573724 (patch) | |
tree | 10f39a9b4eeb7732a4679ddb66daff891c36795d /sword2 | |
parent | 7011d697cbad88ed17f87cb528fc0503fb0a2bff (diff) | |
download | scummvm-rg350-d010b9e560c6eab95ffd5a46067ab9ffc8573724.tar.gz scummvm-rg350-d010b9e560c6eab95ffd5a46067ab9ffc8573724.tar.bz2 scummvm-rg350-d010b9e560c6eab95ffd5a46067ab9ffc8573724.zip |
As an experiment, expire SCREEN_FILE resources faster than other resources.
They're generally the largest resources in the cache by far (though some
ANIMATION_FILE resources are about as big).
I still don't know how much benefit there is to resource caching, but some
of it is definitely needed, or the game won't work properly. Oh well, as
long as no one complains about the extra memory usage...
svn-id: r15079
Diffstat (limited to 'sword2')
-rw-r--r-- | sword2/layers.cpp | 5 | ||||
-rw-r--r-- | sword2/resman.cpp | 90 |
2 files changed, 56 insertions, 39 deletions
diff --git a/sword2/layers.cpp b/sword2/layers.cpp index c4cc23e085..a4eaa035f5 100644 --- a/sword2/layers.cpp +++ b/sword2/layers.cpp @@ -54,7 +54,6 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) { int i; assert(res); - debug(1, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res, buf)); // The resources age every time a new room is entered. _resman->passTime(); @@ -63,6 +62,8 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) { clearFxQueue(); _graphics->waitForFade(); + debug(1, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res, buf)); + // if last screen was using a shading mask (see below) if (_thisScreen.mask_flag) { if (_graphics->closeLightMask() != RD_OK) @@ -187,7 +188,7 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) { _graphics->initialiseBackgroundLayer(NULL); } - _resman->closeResource(_thisScreen.background_layer_id); + _resman->closeResource(_thisScreen.background_layer_id); return IR_CONT; } diff --git a/sword2/resman.cpp b/sword2/resman.cpp index 1882fa045e..b21398a547 100644 --- a/sword2/resman.cpp +++ b/sword2/resman.cpp @@ -39,20 +39,6 @@ namespace Sword2 { // resource.tab which is a table which tells us which cluster a resource // is located in and the number within the cluster -// If 0, resouces are expelled immediately when they are closed. At the moment -// this causes the sound queue to run out of slots. My only theory is that it's -// a script that gets reloaded over and over. That'd clear its local variables -// which I guess may cause it to set up the sounds over and over. - -#define CACHE_CLUSTERS 1 - -// Resources age every time a new room is entered. This constant indicates how -// long a cached resource (i.e. one that has been closed) is allowed to live -// before it dies of old age. This may need some tuning, but I picked three -// because so many areas in the game seem to consist of about three rooms. - -#define MAX_CACHE_AGE 3 - enum { BOTH = 0x0, // Cluster is on both CDs CD1 = 0x1, // Cluster is on CD1 only @@ -471,51 +457,51 @@ byte *ResourceManager::openResource(uint32 res, bool dump) { if (dump) { StandardHeader *header = (StandardHeader *) _resList[res].ptr; char buf[256]; - char tag[10]; + const char *tag; File out; switch (header->fileType) { case ANIMATION_FILE: - strcpy(tag, "anim"); + tag = "anim"; break; case SCREEN_FILE: - strcpy(tag, "layer"); + tag = "layer"; break; case GAME_OBJECT: - strcpy(tag, "object"); + tag = "object"; break; case WALK_GRID_FILE: - strcpy(tag, "walkgrid"); + tag = "walkgrid"; break; case GLOBAL_VAR_FILE: - strcpy(tag, "globals"); + tag = "globals"; break; case PARALLAX_FILE_null: - strcpy(tag, "parallax"); // Not used! + tag = "parallax"; // Not used! break; case RUN_LIST: - strcpy(tag, "runlist"); + tag = "runlist"; break; case TEXT_FILE: - strcpy(tag, "text"); + tag = "text"; break; case SCREEN_MANAGER: - strcpy(tag, "screen"); + tag = "screen"; break; case MOUSE_FILE: - strcpy(tag, "mouse"); + tag = "mouse"; break; case WAV_FILE: - strcpy(tag, "wav"); + tag = "wav"; break; case ICON_FILE: - strcpy(tag, "icon"); + tag = "icon"; break; case PALETTE_FILE: - strcpy(tag, "palette"); + tag = "palette"; break; default: - strcpy(tag, "unknown"); + tag = "unknown"; break; } @@ -555,13 +541,15 @@ void ResourceManager::closeResource(uint32 res) { _resList[res].refCount--; _resList[res].refTime = _resTime; -#if !CACHE_CLUSTERS - // Maybe it's useful on some platforms if memory is released as - // quickly as possible? - - if (_resList[res].refCount == 0) - remove(res); -#endif + // It's tempting to free the resource immediately when refCount + // reaches zero, but that'd be a mistake. Closing a resource does not + // mean "I'm not going to use this resource any more". It means that + // "the next time I use this resource I'm going to ask for a new + // pointer to it". + // + // Since the original memory manager had to deal with memory + // fragmentation, keeping a resource open - and thus locked down to a + // specific memory address - was considered a bad thing. } /** @@ -633,11 +621,39 @@ uint32 ResourceManager::fetchLen(uint32 res) { return file.readUint32LE(); } +// When a resource is opened, regardless of whether it was read from disk or +// from the cache, its age is zeroed. They then age every time a new room is +// entered. This function is responsible for cleaning out the resources that +// have grown too old to live. +// +// It could use a bit more tuning, I guess. I picked a max age of three for +// most resources, because so much of the game seems to consist of areas of +// about three rooms. I made an exception for SCREEN_FILE resources because +// they are so large, but maybe the exception ought to be the rule...? + void ResourceManager::expireOldResources() { int nuked = 0; for (uint i = 0; i < _totalResFiles; i++) { - if (_resList[i].ptr && _resList[i].refCount == 0 && _resTime - _resList[i].refTime >= MAX_CACHE_AGE) { + if (!_resList[i].ptr || _resList[i].refCount > 0) + continue; + + StandardHeader *head = (StandardHeader *) _resList[i].ptr; + uint maxCacheAge; + + switch (head->fileType) { + case SCREEN_FILE: + // The resource will be read from disk once as soon as + // the player enters the room, and thrown away when + // the player enters a new room. + maxCacheAge = 0; + break; + default: + maxCacheAge = 3; + break; + } + + if (_resTime - _resList[i].refTime >= maxCacheAge) { remove(i); nuked++; } |