Create a separate FrameCache for caching sprite frames.

We split the caching SpriteLoader into a SpriteCache and FrameCache. SpriteLoader instead becomes a holder for static loading methods.

Only a few classes loaded sprite frames, and they all use it with a transient cache. By moving this method into a new class, we can lose the now redundant frame cache, saving on memory significantly since the frame data array can be reclaimed by the GC. This saves ~58 MiB on frames and ~4 MiB on the caching dictionary in simple tests.
This commit is contained in:
RoosterDragon
2014-10-14 20:04:56 +01:00
parent 2a15c44d91
commit d671e1de01
9 changed files with 45 additions and 40 deletions

View File

@@ -29,7 +29,7 @@ namespace OpenRA.Graphics
public readonly int ShadowZOffset;
public readonly int[] Frames;
public Sequence(SpriteLoader loader, string unit, string name, MiniYaml info)
public Sequence(SpriteCache cache, string unit, string name, MiniYaml info)
{
var srcOverride = info.Value;
Name = name;
@@ -50,7 +50,7 @@ namespace OpenRA.Graphics
// Apply offset to each sprite in the sequence
// Different sequences may apply different offsets to the same frame
sprites = loader.LoadAllSprites(srcOverride ?? unit).Select(
sprites = cache[srcOverride ?? unit].Select(
s => new Sprite(s.sheet, s.bounds, s.offset + offset, s.channel, blendMode)).ToArray();
if (!d.ContainsKey("Length"))