Reduce working set by releasing buffers for sheets.

Sheets carry a managed buffer of data that allows updates to be made without having to constantly fetch and set data to the texture memory of the video card. This is useful for things like SheetBuilder which make small progressive changes to sheets.

However these buffers are often large and are kept alive because sheets are referenced by the sprites that use them. If this buffer is explicitly null'ed when it is no longer needed then the GC can reclaim it. Sometimes a buffer need not even be created because the object using the sheet only works on the texture directly anyway.

In practise, this reduced memory consumed by such buffers from ~165 MiB to ~112 MiB (at the start of a new RA skirmish mission).
This commit is contained in:
RoosterDragon
2014-06-22 16:01:55 +01:00
parent 0d61a1d19a
commit 3a30748f05
11 changed files with 97 additions and 57 deletions

View File

@@ -87,7 +87,7 @@ namespace OpenRA
FieldLoader.Translations = new Dictionary<string, string>();
return;
}
var yaml = Manifest.Translations.Select(MiniYaml.FromFile).Aggregate(MiniYaml.MergeLiberal);
Languages = yaml.Select(t => t.Key).ToArray();
@@ -100,7 +100,7 @@ namespace OpenRA
else if (y.Key == Game.Settings.Graphics.DefaultLanguage)
defaultTranslations = y.Value.ToDictionary(my => my.Value ?? "");
}
var translations = new Dictionary<string, string>();
foreach (var tkv in defaultTranslations.Concat(selectedTranslations))
{
@@ -140,6 +140,7 @@ namespace OpenRA
map.SequenceProvider.Preload();
VoxelProvider.Initialize(Manifest.VoxelSequences, map.VoxelSequenceDefinitions);
VoxelLoader.Finish();
return map;
}