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:
RoosterDragon
2014-10-24 18:21:30 +01:00
committed by RoosterDragon
parent 38b579a081
commit f0f02dff5c
31 changed files with 371 additions and 128 deletions

View File

@@ -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();
}
}
}