mirror of https://github.com/odrling/Aegisub
Fix compilation errors on GCC.
Also fix a bug in the block cache where it wasn't the sorted order of the macroblocks by access count that was used in determining which ones to kill off. Originally committed to SVN as r3415.
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@ -91,7 +91,7 @@ typedef DataBlockCache<wxBitmap, 8, AudioRendererBitmapCacheBitmapFactory> Audio
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///
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/// To implement a new audio renderer, see AudioRendererBitmapProvider.
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class AudioRenderer {
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friend AudioRendererBitmapCacheBitmapFactory;
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friend struct AudioRendererBitmapCacheBitmapFactory;
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/// Horizontal zoom level, samples per pixel
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int pixel_samples;
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@ -128,11 +128,18 @@ class DataBlockCache {
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/// Factory object for blocks
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BlockFactoryT factory;
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/// Used in sorting the macroblocks by access count for aging
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struct AccessData {
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MacroBlock *mb;
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AccessData(MacroBlock *_mb) : mb(_mb) { }
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// Sort in decreasing order: most accesses first
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bool operator < (const AccessData &other) { return mb->access_count > other.mb->access_count; }
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};
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/// @brief Dispose of all blocks in a macroblock and mark it empty
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/// @param mb_index Index of macroblock to clear
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void KillMacroBlock(size_t mb_index)
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void KillMacroBlock(MacroBlock &mb)
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{
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MacroBlock &mb = data[mb_index];
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mb.access_count = 0;
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for (size_t bi = 0; bi < mb.blocks.size(); ++bi)
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@ -203,31 +210,25 @@ public:
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{
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for (size_t mbi = 0; mbi < data.size(); ++mbi)
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{
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KillMacroBlock(mbi);
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KillMacroBlock(data[mbi]);
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}
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return;
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}
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// Get a list of macro blocks sorted by access count
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struct AccessData {
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MacroBlockArray::iterator mb;
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AccessData(MacroBlockArray::iterator i) : mb(i) { }
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// Sort in decreasing order: most accesses first
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bool operator < (const AccessData &other) { return mb->access_count > other.mb->access_count; }
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};
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std::vector<AccessData> access_data;
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access_data.reserve(data.size());
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for (MacroBlockArray::iterator mb = data.begin(); mb != data.end(); ++mb)
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access_data.push_back(AccessData(mb));
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access_data.push_back(AccessData(&*mb));
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std::sort(access_data.begin(), access_data.end());
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// Sum up data size until we hit the max
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size_t cur_size = 0;
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size_t block_size = factory.GetBlockSize();
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size_t mbi = 0;
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for (; mbi < data.size(); ++mbi)
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for (; mbi < access_data.size(); ++mbi)
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{
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BlockArray &ba = data[mbi].blocks;
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BlockArray &ba = access_data[mbi].mb->blocks;
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for (size_t i = 0; i < ba.size(); ++i)
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{
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if (ba[i] != 0)
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@ -235,7 +236,7 @@ public:
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}
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// Cut access count in half for live blocks, so parts that don't get accessed
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// a lot will eventually be killed off.
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data[mbi].access_count /= 2;
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access_data[mbi].mb->access_count /= 2;
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if (cur_size >= max_size)
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{
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@ -244,9 +245,9 @@ public:
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}
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}
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// Hit max, clear all remaining blocks
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for (; mbi < data.size(); ++mbi)
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for (; mbi < access_data.size(); ++mbi)
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{
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KillMacroBlock(mbi);
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KillMacroBlock(*access_data[mbi].mb);
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}
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}
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