Files
OpenRA/OpenRA.Game/Graphics/CursorProvider.cs
RoosterDragon 3a30748f05 Reduce working set by releasing buffers for sheets.
Sheets carry a managed buffer of data that allows updates to be made without having to constantly fetch and set data to the texture memory of the video card. This is useful for things like SheetBuilder which make small progressive changes to sheets.

However these buffers are often large and are kept alive because sheets are referenced by the sprites that use them. If this buffer is explicitly null'ed when it is no longer needed then the GC can reclaim it. Sometimes a buffer need not even be created because the object using the sheet only works on the texture directly anyway.

In practise, this reduced memory consumed by such buffers from ~165 MiB to ~112 MiB (at the start of a new RA skirmish mission).
2014-07-02 17:25:56 +01:00

93 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileSystem;
using OpenRA.Primitives;
namespace OpenRA.Graphics
{
public class CursorProvider
{
HardwarePalette palette;
Dictionary<string, CursorSequence> cursors;
Cache<string, PaletteReference> palettes;
public CursorProvider(ModData modData)
{
var sequenceFiles = modData.Manifest.Cursors;
cursors = new Dictionary<string, CursorSequence>();
palettes = new Cache<string, PaletteReference>(CreatePaletteReference);
var sequences = new MiniYaml(null, sequenceFiles.Select(s => MiniYaml.FromFile(s)).Aggregate(MiniYaml.MergeLiberal));
var shadowIndex = new int[] { };
var nodesDict = sequences.ToDictionary();
if (nodesDict.ContainsKey("ShadowIndex"))
{
Array.Resize(ref shadowIndex, shadowIndex.Length + 1);
Exts.TryParseIntegerInvariant(nodesDict["ShadowIndex"].Value,
out shadowIndex[shadowIndex.Length - 1]);
}
palette = new HardwarePalette();
foreach (var p in nodesDict["Palettes"].Nodes)
palette.AddPalette(p.Key, new ImmutablePalette(GlobalFileSystem.Open(p.Value.Value), shadowIndex), false);
var spriteLoader = new SpriteLoader(new string[0], new SheetBuilder(SheetType.Indexed));
foreach (var s in nodesDict["Cursors"].Nodes)
LoadSequencesForCursor(spriteLoader, s.Key, s.Value);
spriteLoader.SheetBuilder.Current.ReleaseBuffer();
palette.Initialize();
}
PaletteReference CreatePaletteReference(string name)
{
var pal = palette.GetPalette(name);
return new PaletteReference(name, palette.GetPaletteIndex(name), pal);
}
void LoadSequencesForCursor(SpriteLoader loader, string cursorSrc, MiniYaml cursor)
{
foreach (var sequence in cursor.Nodes)
cursors.Add(sequence.Key, new CursorSequence(loader, cursorSrc, cursor.Value, sequence.Value));
}
public bool HasCursorSequence(string cursor)
{
return cursors.ContainsKey(cursor);
}
public void DrawCursor(Renderer renderer, string cursorName, int2 lastMousePos, int cursorFrame)
{
var cursorSequence = GetCursorSequence(cursorName);
var cursorSprite = cursorSequence.GetSprite(cursorFrame);
renderer.SetPalette(palette);
renderer.SpriteRenderer.DrawSprite(cursorSprite,
lastMousePos - cursorSequence.Hotspot - (0.5f * cursorSprite.size).ToInt2(),
palettes[cursorSequence.Palette],
cursorSprite.size);
}
public CursorSequence GetCursorSequence(string cursor)
{
try { return cursors[cursor]; }
catch (KeyNotFoundException)
{
throw new InvalidOperationException("Cursor does not have a sequence `{0}`".F(cursor));
}
}
}
}