Files
OpenRA/OpenRA.Game/Graphics/SpriteLoader.cs
RoosterDragon d671e1de01 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.
2014-10-14 22:06:11 +01:00

82 lines
2.2 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.Drawing;
using System.IO;
using System.Linq;
using OpenRA.FileSystem;
using OpenRA.Primitives;
namespace OpenRA.Graphics
{
public interface ISpriteLoader
{
bool TryParseSprite(Stream s, out ISpriteFrame[] frames);
}
public interface ISpriteFrame
{
Size Size { get; }
Size FrameSize { get; }
float2 Offset { get; }
byte[] Data { get; }
bool DisableExportPadding { get; }
}
public class SpriteCache
{
public readonly SheetBuilder SheetBuilder;
readonly Cache<string, Sprite[]> sprites;
public SpriteCache(ISpriteLoader[] loaders, string[] exts, SheetBuilder sheetBuilder)
{
SheetBuilder = sheetBuilder;
// Include extension-less version
exts = exts.Append("").ToArray();
sprites = new Cache<string, Sprite[]>(filename => SpriteLoader.GetSprites(filename, exts, loaders, sheetBuilder));
}
public Sprite[] this[string filename] { get { return sprites[filename]; } }
}
public class FrameCache
{
readonly Cache<string, ISpriteFrame[]> frames;
public FrameCache(ISpriteLoader[] loaders, string[] exts)
{
frames = new Cache<string, ISpriteFrame[]>(filename => SpriteLoader.GetFrames(filename, exts, loaders));
}
public ISpriteFrame[] this[string filename] { get { return frames[filename]; } }
}
public static class SpriteLoader
{
public static Sprite[] GetSprites(string filename, string[] exts, ISpriteLoader[] loaders, SheetBuilder sheetBuilder)
{
return GetFrames(filename, exts, loaders).Select(a => sheetBuilder.Add(a)).ToArray();
}
public static ISpriteFrame[] GetFrames(string filename, string[] exts, ISpriteLoader[] loaders)
{
using (var stream = GlobalFileSystem.OpenWithExts(filename, exts))
{
ISpriteFrame[] frames;
foreach (var loader in loaders)
if (loader.TryParseSprite(stream, out frames))
return frames;
throw new InvalidDataException(filename + " is not a valid sprite file");
}
}
}
}