Remove some unrequired Sheet.CreateBuffer or Sheet.ReleaseBuffer calls.
- In CursorManager, we can release the buffer on the final sheet after loading cursors. We don't need to release the buffer on every sheet in the builder, as the builder will handle that. - In SpriteCache, we don't need to call CreateBuffer explicitly, as the builder will do that for us. - In RadarWidget, we don't need to call CreateBuffer explicitly, as GetData will do that for us.
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@@ -91,10 +91,6 @@ namespace OpenRA.Graphics
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}
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CreateOrUpdateHardwareCursors();
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foreach (var s in sheetBuilder.AllSheets)
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s.ReleaseBuffer();
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Update();
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}
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@@ -128,6 +124,8 @@ namespace OpenRA.Graphics
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}
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}
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sheetBuilder.Current.ReleaseBuffer();
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hardwareCursorsDoubled = graphicSettings.CursorDouble;
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}
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@@ -80,9 +80,6 @@ namespace OpenRA.Graphics
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public void LoadReservations(ModData modData)
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{
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foreach (var sb in SheetBuilders.Values)
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sb.Current.CreateBuffer();
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var pendingResolve = new List<(
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string Filename,
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int FrameIndex,
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@@ -97,7 +97,6 @@ namespace OpenRA.Mods.Common.Widgets
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// The four layers are stored in a 2x2 grid within a single texture
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radarSheet = new Sheet(SheetType.BGRA, new Size(2 * previewWidth, 2 * previewHeight).NextPowerOf2());
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radarSheet.CreateBuffer();
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radarData = radarSheet.GetData();
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MapBoundsChanged();
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