Files
OpenRA/OpenRA.Game/Graphics/Theater.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

69 lines
1.8 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.Drawing;
using System.Linq;
using OpenRA.FileSystem;
namespace OpenRA.Graphics
{
public class Theater
{
SheetBuilder sheetBuilder;
Dictionary<ushort, Sprite[]> templates;
Sprite missingTile;
public Theater(TileSet tileset)
{
var allocated = false;
Func<Sheet> allocate = () =>
{
if (allocated)
throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter.");
allocated = true;
return new Sheet(new Size(tileset.SheetSize, tileset.SheetSize), true);
};
sheetBuilder = new SheetBuilder(SheetType.Indexed, allocate);
templates = new Dictionary<ushort, Sprite[]>();
var frameCache = new FrameCache(Game.modData.SpriteLoaders, tileset.Extensions);
foreach (var t in tileset.Templates)
{
var allFrames = frameCache[t.Value.Image];
var frames = t.Value.Frames != null ? t.Value.Frames.Select(f => allFrames[f]).ToArray() : allFrames;
templates.Add(t.Value.Id, frames.Select(f => sheetBuilder.Add(f)).ToArray());
}
// 1x1px transparent tile
missingTile = sheetBuilder.Add(new byte[1], new Size(1, 1));
Sheet.ReleaseBuffer();
}
public Sprite TileSprite(TerrainTile r)
{
Sprite[] template;
if (!templates.TryGetValue(r.Type, out template))
return missingTile;
if (r.Index >= template.Length)
return missingTile;
return template[r.Index];
}
public Sheet Sheet { get { return sheetBuilder.Current; } }
}
}