Dispose of graphics resources deterministically.
Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources. As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general. Also dispose some bitmaps.
This commit is contained in:
committed by
RoosterDragon
parent
38b579a081
commit
f0f02dff5c
@@ -18,11 +18,11 @@ using OpenRA.Support;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
public class Renderer
|
||||
public sealed class Renderer : IDisposable
|
||||
{
|
||||
internal static int SheetSize;
|
||||
internal static int TempBufferSize;
|
||||
internal static int TempBufferCount;
|
||||
internal int SheetSize { get; private set; }
|
||||
internal int TempBufferSize { get; private set; }
|
||||
internal int TempBufferCount { get; private set; }
|
||||
|
||||
public SpriteRenderer WorldSpriteRenderer { get; private set; }
|
||||
public SpriteRenderer WorldRgbaSpriteRenderer { get; private set; }
|
||||
@@ -38,11 +38,13 @@ namespace OpenRA.Graphics
|
||||
public Dictionary<string, SpriteFont> Fonts;
|
||||
Stack<Rectangle> scissorState;
|
||||
|
||||
public Renderer()
|
||||
public Renderer(GraphicSettings graphicSettings, ServerSettings serverSettings)
|
||||
{
|
||||
TempBufferSize = Game.Settings.Graphics.BatchSize;
|
||||
TempBufferCount = Game.Settings.Graphics.NumTempBuffers;
|
||||
SheetSize = Game.Settings.Graphics.SheetSize;
|
||||
Initialize(graphicSettings, serverSettings);
|
||||
|
||||
TempBufferSize = graphicSettings.BatchSize;
|
||||
TempBufferCount = graphicSettings.NumTempBuffers;
|
||||
SheetSize = graphicSettings.SheetSize;
|
||||
scissorState = new Stack<Rectangle>();
|
||||
|
||||
WorldSpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
|
||||
@@ -142,21 +144,21 @@ namespace OpenRA.Graphics
|
||||
|
||||
public Size Resolution { get { return device.WindowSize; } }
|
||||
|
||||
internal static void Initialize(WindowMode windowMode)
|
||||
void Initialize(GraphicSettings graphicSettings, ServerSettings serverSettings)
|
||||
{
|
||||
var resolution = GetResolution(windowMode);
|
||||
var resolution = GetResolution(graphicSettings);
|
||||
|
||||
var renderer = Game.Settings.Server.Dedicated ? "Null" : Game.Settings.Graphics.Renderer;
|
||||
var rendererPath = Platform.ResolvePath(".", "OpenRA.Renderer." + renderer + ".dll");
|
||||
var rendererName = serverSettings.Dedicated ? "Null" : graphicSettings.Renderer;
|
||||
var rendererPath = Platform.ResolvePath(".", "OpenRA.Renderer." + rendererName + ".dll");
|
||||
|
||||
device = CreateDevice(Assembly.LoadFile(rendererPath), resolution.Width, resolution.Height, windowMode);
|
||||
device = CreateDevice(Assembly.LoadFile(rendererPath), resolution.Width, resolution.Height, graphicSettings.Mode);
|
||||
}
|
||||
|
||||
static Size GetResolution(WindowMode windowmode)
|
||||
static Size GetResolution(GraphicSettings graphicsSettings)
|
||||
{
|
||||
var size = (windowmode == WindowMode.Windowed)
|
||||
? Game.Settings.Graphics.WindowedSize
|
||||
: Game.Settings.Graphics.FullscreenSize;
|
||||
var size = (graphicsSettings.Mode == WindowMode.Windowed)
|
||||
? graphicsSettings.WindowedSize
|
||||
: graphicsSettings.FullscreenSize;
|
||||
return new Size(size.X, size.Y);
|
||||
}
|
||||
|
||||
@@ -180,8 +182,8 @@ namespace OpenRA.Graphics
|
||||
|
||||
public interface IBatchRenderer { void Flush(); }
|
||||
|
||||
static IBatchRenderer currentBatchRenderer;
|
||||
public static IBatchRenderer CurrentBatchRenderer
|
||||
IBatchRenderer currentBatchRenderer;
|
||||
public IBatchRenderer CurrentBatchRenderer
|
||||
{
|
||||
get { return currentBatchRenderer; }
|
||||
set
|
||||
@@ -240,5 +242,14 @@ namespace OpenRA.Graphics
|
||||
{
|
||||
device.ReleaseWindowMouseFocus();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Device.Dispose();
|
||||
WorldVoxelRenderer.Dispose();
|
||||
foreach (var buffer in tempBuffers)
|
||||
buffer.Dispose();
|
||||
tempBuffers.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user