Files
OpenRA/OpenRA.Game/Graphics/SheetBuilder.cs
RoosterDragon f0f02dff5c Dispose of graphics resources deterministically.
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.
2014-12-22 17:34:01 +00:00

147 lines
3.5 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;
namespace OpenRA.Graphics
{
[Serializable]
public class SheetOverflowException : Exception
{
public SheetOverflowException(string message)
: base(message) { }
}
public enum SheetType
{
Indexed = 1,
DualIndexed = 2,
BGRA = 4,
}
public sealed class SheetBuilder : IDisposable
{
readonly List<Sheet> sheets = new List<Sheet>();
Sheet current;
TextureChannel channel;
SheetType type;
int rowHeight = 0;
Point p;
Func<Sheet> allocateSheet;
public static Sheet AllocateSheet(int sheetSize)
{
return new Sheet(new Size(sheetSize, sheetSize));
}
public SheetBuilder(SheetType t)
: this(t, Game.Renderer.SheetSize) { }
public SheetBuilder(SheetType t, int sheetSize)
: this(t, () => AllocateSheet(sheetSize)) { }
public SheetBuilder(SheetType t, Func<Sheet> allocateSheet)
{
channel = TextureChannel.Red;
type = t;
current = allocateSheet();
sheets.Add(current);
this.allocateSheet = allocateSheet;
}
public Sprite Add(ISpriteFrame frame) { return Add(frame.Data, frame.Size, frame.Offset); }
public Sprite Add(byte[] src, Size size) { return Add(src, size, float2.Zero); }
public Sprite Add(byte[] src, Size size, float2 spriteOffset)
{
// Don't bother allocating empty sprites
if (size.Width == 0 || size.Height == 0)
return new Sprite(current, Rectangle.Empty, spriteOffset, channel, BlendMode.Alpha);
var rect = Allocate(size, spriteOffset);
Util.FastCopyIntoChannel(rect, src);
current.CommitData();
return rect;
}
public Sprite Add(Bitmap src)
{
var rect = Allocate(src.Size);
Util.FastCopyIntoSprite(rect, src);
current.CommitData();
return rect;
}
public Sprite Add(Size size, byte paletteIndex)
{
var data = new byte[size.Width * size.Height];
for (var i = 0; i < data.Length; i++)
data[i] = paletteIndex;
return Add(data, size);
}
TextureChannel? NextChannel(TextureChannel t)
{
var nextChannel = (int)t + (int)type;
if (nextChannel > (int)TextureChannel.Alpha)
return null;
return (TextureChannel)nextChannel;
}
public Sprite Allocate(Size imageSize) { return Allocate(imageSize, float2.Zero); }
public Sprite Allocate(Size imageSize, float2 spriteOffset)
{
if (imageSize.Width + p.X > current.Size.Width)
{
p = new Point(0, p.Y + rowHeight);
rowHeight = imageSize.Height;
}
if (imageSize.Height > rowHeight)
rowHeight = imageSize.Height;
if (p.Y + imageSize.Height > current.Size.Height)
{
var next = NextChannel(channel);
if (next == null)
{
current.ReleaseBuffer();
current = allocateSheet();
sheets.Add(current);
channel = TextureChannel.Red;
}
else
channel = next.Value;
rowHeight = imageSize.Height;
p = new Point(0, 0);
}
var rect = new Sprite(current, new Rectangle(p, imageSize), spriteOffset, channel, BlendMode.Alpha);
p.X += imageSize.Width;
return rect;
}
public Sheet Current { get { return current; } }
public void Dispose()
{
foreach (var sheet in sheets)
sheet.Dispose();
sheets.Clear();
}
}
}