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gobj: Fix TextureReloadRequest not reloading in certain situations
This prevented async texture loading from working unless mipmapping was enabled
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@ -22,28 +22,34 @@ TypeHandle TextureReloadRequest::_type_handle;
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AsyncTask::DoneStatus TextureReloadRequest::
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do_task() {
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// Don't reload the texture if it doesn't need it.
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if (_texture->was_image_modified(_pgo)) {
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double delay = async_load_delay;
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if (delay != 0.0) {
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Thread::sleep(delay);
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}
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if (!_texture->was_image_modified(_pgo) &&
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(_allow_compressed ? _texture->has_ram_image() : _texture->has_uncompressed_ram_image())) {
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return DS_done;
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}
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if (_texture->was_image_modified(_pgo)) {
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if (_allow_compressed) {
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_texture->get_ram_image();
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} else {
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_texture->get_uncompressed_ram_image();
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}
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double delay = async_load_delay;
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if (delay != 0.0) {
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Thread::sleep(delay);
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// Now that we've loaded the texture, we should ensure it actually gets
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// prepared--even if it's no longer visible in the frame--or it may
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// become a kind of a leak (if the texture is never rendered again on
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// this GSG, we'll just end up carrying the texture memory in RAM
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// forever, instead of dumping it as soon as it gets prepared).
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_pgo->enqueue_texture(_texture);
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if (!_texture->was_image_modified(_pgo) &&
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(_allow_compressed ? _texture->has_ram_image() : _texture->has_uncompressed_ram_image())) {
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return DS_done;
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}
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}
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if (_allow_compressed) {
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_texture->get_ram_image();
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} else {
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_texture->get_uncompressed_ram_image();
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}
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// Now that we've loaded the texture, we should ensure it actually gets
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// prepared--even if it's no longer visible in the frame--or it may become a
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// kind of a leak (if the texture is never rendered again on this GSG, we'll
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// just end up carrying the texture memory in RAM forever, instead of dumping
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// it as soon as it gets prepared).
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_pgo->enqueue_texture(_texture);
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// Don't continue the task; we're done.
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return DS_done;
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}
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