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.
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committed by
RoosterDragon
parent
38b579a081
commit
f0f02dff5c
@@ -32,7 +32,7 @@ namespace OpenRA.Graphics
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}
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}
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public class VoxelRenderer
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public sealed class VoxelRenderer : IDisposable
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{
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Renderer renderer;
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IShader shader;
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@@ -68,7 +68,7 @@ namespace OpenRA.Graphics
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public void SetViewportParams(Size screen, float zoom, int2 scroll)
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{
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var a = 2f / Renderer.SheetSize;
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var a = 2f / renderer.SheetSize;
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var view = new float[]
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{
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a, 0, 0, 0,
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@@ -169,8 +169,8 @@ namespace OpenRA.Graphics
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var spriteCenter = new float2(sb.Left + sb.Width / 2, sb.Top + sb.Height / 2);
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var shadowCenter = new float2(ssb.Left + ssb.Width / 2, ssb.Top + ssb.Height / 2);
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var translateMtx = Util.TranslationMatrix(spriteCenter.X - spriteOffset.X, Renderer.SheetSize - (spriteCenter.Y - spriteOffset.Y), 0);
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var shadowTranslateMtx = Util.TranslationMatrix(shadowCenter.X - shadowSpriteOffset.X, Renderer.SheetSize - (shadowCenter.Y - shadowSpriteOffset.Y), 0);
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var translateMtx = Util.TranslationMatrix(spriteCenter.X - spriteOffset.X, renderer.SheetSize - (spriteCenter.Y - spriteOffset.Y), 0);
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var shadowTranslateMtx = Util.TranslationMatrix(shadowCenter.X - shadowSpriteOffset.X, renderer.SheetSize - (shadowCenter.Y - shadowSpriteOffset.Y), 0);
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var correctionTransform = Util.MatrixMultiply(translateMtx, flipMtx);
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var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, shadowScaleFlipMtx);
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@@ -330,12 +330,24 @@ namespace OpenRA.Graphics
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return kv.Key;
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}
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var size = new Size(Renderer.SheetSize, Renderer.SheetSize);
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var size = new Size(renderer.SheetSize, renderer.SheetSize);
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var framebuffer = renderer.Device.CreateFrameBuffer(size);
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var sheet = new Sheet(framebuffer.Texture);
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mappedBuffers.Add(sheet, framebuffer);
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return sheet;
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}
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public void Dispose()
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{
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foreach (var kvp in mappedBuffers.Concat(unmappedBuffers))
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{
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kvp.Key.Dispose();
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kvp.Value.Dispose();
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}
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mappedBuffers.Clear();
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unmappedBuffers.Clear();
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}
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}
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}
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