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.
132 lines
3.2 KiB
C#
132 lines
3.2 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.Drawing;
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namespace OpenRA.Graphics
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{
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public class SpriteRenderer : Renderer.IBatchRenderer
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{
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Renderer renderer;
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IShader shader;
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readonly Vertex[] vertices;
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Sheet currentSheet;
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BlendMode currentBlend = BlendMode.Alpha;
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int nv = 0;
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public SpriteRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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vertices = new Vertex[renderer.TempBufferSize];
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}
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public void Flush()
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{
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if (nv > 0)
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{
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shader.SetTexture("DiffuseTexture", currentSheet.GetTexture());
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renderer.Device.SetBlendMode(currentBlend);
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shader.Render(() =>
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{
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var vb = renderer.GetTempVertexBuffer();
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vb.SetData(vertices, nv);
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renderer.DrawBatch(vb, 0, nv, PrimitiveType.QuadList);
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});
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renderer.Device.SetBlendMode(BlendMode.None);
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nv = 0;
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currentSheet = null;
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}
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}
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public void DrawSprite(Sprite s, float2 location, PaletteReference pal)
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{
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DrawSprite(s, location, pal.Index, s.size);
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}
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public void DrawSprite(Sprite s, float2 location, PaletteReference pal, float2 size)
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{
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DrawSprite(s, location, pal.Index, size);
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}
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void DrawSprite(Sprite s, float2 location, int paletteIndex, float2 size)
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{
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renderer.CurrentBatchRenderer = this;
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if (s.sheet != currentSheet)
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Flush();
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if (s.blendMode != currentBlend)
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Flush();
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if (nv + 4 > renderer.TempBufferSize)
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Flush();
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currentBlend = s.blendMode;
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, location + s.fractionalOffset * size, s, paletteIndex, nv, size);
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nv += 4;
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}
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// For RGBASpriteRenderer, which doesn't use palettes
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public void DrawSprite(Sprite s, float2 location)
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{
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DrawSprite(s, location, 0, s.size);
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}
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public void DrawSprite(Sprite s, float2 location, float2 size)
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{
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DrawSprite(s, location, 0, size);
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}
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public void DrawSprite(Sprite s, float2 a, float2 b, float2 c, float2 d)
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{
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renderer.CurrentBatchRenderer = this;
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if (s.sheet != currentSheet)
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Flush();
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if (s.blendMode != currentBlend)
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Flush();
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if (nv + 4 > renderer.TempBufferSize)
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Flush();
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currentSheet = s.sheet;
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currentBlend = s.blendMode;
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Util.FastCreateQuad(vertices, a, b, c, d, s, 0, nv);
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nv += 4;
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}
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet)
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{
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shader.SetTexture("DiffuseTexture", sheet.GetTexture());
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renderer.Device.SetBlendMode(BlendMode.Alpha);
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shader.Render(() => renderer.DrawBatch(buffer, start, length, type));
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renderer.Device.SetBlendMode(BlendMode.None);
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}
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public void SetPalette(ITexture palette)
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{
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shader.SetTexture("Palette", palette);
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}
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public void SetViewportParams(Size screen, float zoom, int2 scroll)
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{
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shader.SetVec("Scroll", scroll.X, scroll.Y);
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shader.SetVec("r1", zoom*2f/screen.Width, -zoom*2f/screen.Height);
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shader.SetVec("r2", -1, 1);
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}
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}
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}
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