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.
189 lines
4.2 KiB
C#
189 lines
4.2 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.Drawing;
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using System.Drawing.Imaging;
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using System.Runtime.InteropServices;
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using OpenRA.FileSystem;
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namespace OpenRA.Graphics
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{
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public sealed class Sheet : IDisposable
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{
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readonly object textureLock = new object();
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bool dirty;
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bool releaseBufferOnCommit;
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ITexture texture;
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byte[] data;
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public readonly Size Size;
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public byte[] GetData()
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{
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CreateBuffer();
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return data;
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}
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public bool Buffered { get { return data != null || texture == null; } }
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public Sheet(Size size)
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{
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Size = size;
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}
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public Sheet(ITexture texture)
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{
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this.texture = texture;
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Size = texture.Size;
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}
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public Sheet(string filename)
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{
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using (var stream = GlobalFileSystem.Open(filename))
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using (var bitmap = (Bitmap)Image.FromStream(stream))
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{
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Size = bitmap.Size;
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var dataStride = 4 * Size.Width;
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data = new byte[dataStride * Size.Height];
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var bd = bitmap.LockBits(bitmap.Bounds(),
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ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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for (var y = 0; y < Size.Height; y++)
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Marshal.Copy(IntPtr.Add(bd.Scan0, y * bd.Stride), data, y * dataStride, dataStride);
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bitmap.UnlockBits(bd);
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}
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ReleaseBuffer();
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}
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public ITexture GetTexture()
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{
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// This is only called from the main thread but 'dirty'
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// is set from other threads too via CommitData().
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GenerateTexture();
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return texture;
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}
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void GenerateTexture()
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{
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lock (textureLock)
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{
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if (texture == null)
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{
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texture = Game.Renderer.Device.CreateTexture();
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dirty = true;
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}
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if (data != null)
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{
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if (dirty)
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{
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texture.SetData(data, Size.Width, Size.Height);
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dirty = false;
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if (releaseBufferOnCommit)
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data = null;
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}
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}
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}
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}
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public Bitmap AsBitmap()
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{
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var d = GetData();
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var dataStride = 4 * Size.Width;
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var bitmap = new Bitmap(Size.Width, Size.Height);
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var bd = bitmap.LockBits(bitmap.Bounds(),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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for (var y = 0; y < Size.Height; y++)
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Marshal.Copy(d, y * dataStride, IntPtr.Add(bd.Scan0, y * bd.Stride), dataStride);
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bitmap.UnlockBits(bd);
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return bitmap;
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}
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public Bitmap AsBitmap(TextureChannel channel, IPalette pal)
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{
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var d = GetData();
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var dataStride = 4 * Size.Width;
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var bitmap = new Bitmap(Size.Width, Size.Height);
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var channelOffset = (int)channel;
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var bd = bitmap.LockBits(bitmap.Bounds(),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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unsafe
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{
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var colors = (uint*)bd.Scan0;
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for (var y = 0; y < Size.Height; y++)
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{
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var dataRowIndex = y * dataStride + channelOffset;
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var bdRowIndex = y * bd.Stride / 4;
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for (var x = 0; x < Size.Width; x++)
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{
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var paletteIndex = d[dataRowIndex + 4 * x];
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colors[bdRowIndex + x] = pal[paletteIndex];
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}
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}
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}
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bitmap.UnlockBits(bd);
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return bitmap;
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}
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public void CreateBuffer()
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{
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lock (textureLock)
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{
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if (data != null)
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return;
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if (texture == null)
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data = new byte[4 * Size.Width * Size.Height];
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else
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data = texture.GetData();
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releaseBufferOnCommit = false;
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}
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}
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public void CommitData()
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{
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CommitData(false);
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}
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public void ReleaseBuffer()
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{
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CommitData(true);
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}
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void CommitData(bool releaseBuffer)
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{
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lock (textureLock)
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{
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if (!Buffered)
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throw new InvalidOperationException(
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"This sheet is unbuffered. You cannot call CommitData on an unbuffered sheet. " +
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"If you need to completely replace the texture data you should set data into the texture directly. " +
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"If you need to make only small changes to the texture data consider creating a buffered sheet instead.");
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dirty = true;
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if (releaseBuffer)
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releaseBufferOnCommit = true;
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}
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}
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public void Dispose()
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{
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if (texture != null)
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texture.Dispose();
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}
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}
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}
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