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.
121 lines
3.6 KiB
C#
121 lines
3.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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public sealed class HardwarePalette : IDisposable
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{
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public const int MaxPalettes = 256;
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public ITexture Texture { get; private set; }
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readonly Dictionary<string, ImmutablePalette> palettes = new Dictionary<string, ImmutablePalette>();
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readonly Dictionary<string, MutablePalette> modifiablePalettes = new Dictionary<string, MutablePalette>();
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readonly IReadOnlyDictionary<string, MutablePalette> readOnlyModifiablePalettes;
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readonly Dictionary<string, int> indices = new Dictionary<string, int>();
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readonly uint[,] buffer = new uint[MaxPalettes, Palette.Size];
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public HardwarePalette()
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{
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Texture = Game.Renderer.Device.CreateTexture();
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readOnlyModifiablePalettes = modifiablePalettes.AsReadOnly();
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}
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public IPalette GetPalette(string name)
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{
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MutablePalette mutable;
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if (modifiablePalettes.TryGetValue(name, out mutable))
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return mutable.AsReadOnly();
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ImmutablePalette immutable;
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if (palettes.TryGetValue(name, out immutable))
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return immutable;
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throw new InvalidOperationException("Palette `{0}` does not exist".F(name));
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}
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public int GetPaletteIndex(string name)
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{
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int ret;
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if (!indices.TryGetValue(name, out ret))
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throw new InvalidOperationException("Palette `{0}` does not exist".F(name));
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return ret;
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}
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public void AddPalette(string name, ImmutablePalette p, bool allowModifiers)
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{
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if (palettes.Count >= MaxPalettes)
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throw new InvalidOperationException("Limit of {0} palettes reached. Cannot add {1}.".F(MaxPalettes, name));
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if (palettes.ContainsKey(name))
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throw new InvalidOperationException("Palette {0} has already been defined".F(name));
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int index = palettes.Count;
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indices.Add(name, index);
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palettes.Add(name, p);
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if (allowModifiers)
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modifiablePalettes.Add(name, new MutablePalette(p));
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else
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CopyPaletteToBuffer(index, p);
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}
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public void ReplacePalette(string name, IPalette p)
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{
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if (modifiablePalettes.ContainsKey(name))
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CopyPaletteToBuffer(indices[name], modifiablePalettes[name] = new MutablePalette(p));
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else if (palettes.ContainsKey(name))
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CopyPaletteToBuffer(indices[name], palettes[name] = new ImmutablePalette(p));
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else
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throw new InvalidOperationException("Palette `{0}` does not exist".F(name));
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Texture.SetData(buffer);
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}
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public void Initialize()
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{
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CopyModifiablePalettesToBuffer();
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Texture.SetData(buffer);
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}
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void CopyPaletteToBuffer(int index, IPalette p)
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{
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p.CopyToArray(buffer, index * Palette.Size);
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}
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void CopyModifiablePalettesToBuffer()
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{
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foreach (var kvp in modifiablePalettes)
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CopyPaletteToBuffer(indices[kvp.Key], kvp.Value);
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}
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public void ApplyModifiers(IEnumerable<IPaletteModifier> paletteMods)
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{
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foreach (var mod in paletteMods)
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mod.AdjustPalette(readOnlyModifiablePalettes);
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// Update our texture with the changes.
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CopyModifiablePalettesToBuffer();
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Texture.SetData(buffer);
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// Reset modified palettes back to their original colors, ready for next time.
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foreach (var kvp in modifiablePalettes)
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{
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var originalPalette = palettes[kvp.Key];
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var modifiedPalette = kvp.Value;
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modifiedPalette.SetFromPalette(originalPalette);
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}
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}
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public void Dispose()
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{
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Texture.Dispose();
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}
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}
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}
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