Files
OpenRA/OpenRA.Renderer.Sdl2/FrameBuffer.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

140 lines
3.8 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.Diagnostics;
using System.Drawing;
using System.IO;
using OpenTK.Graphics.OpenGL;
namespace OpenRA.Renderer.Sdl2
{
public sealed class FrameBuffer : IFrameBuffer
{
Texture texture;
Size size;
int framebuffer, depth;
bool disposed;
public FrameBuffer(Size size)
{
this.size = size;
if (!Exts.IsPowerOf2(size.Width) || !Exts.IsPowerOf2(size.Height))
throw new InvalidDataException("Frame buffer size ({0}x{1}) must be a power of two".F(size.Width, size.Height));
GL.Ext.GenFramebuffers(1, out framebuffer);
ErrorHandler.CheckGlError();
GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, framebuffer);
ErrorHandler.CheckGlError();
// Color
texture = new Texture();
texture.SetEmpty(size.Width, size.Height);
GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, texture.ID, 0);
ErrorHandler.CheckGlError();
// Depth
GL.Ext.GenRenderbuffers(1, out depth);
ErrorHandler.CheckGlError();
GL.Ext.BindRenderbuffer(RenderbufferTarget.RenderbufferExt, depth);
ErrorHandler.CheckGlError();
GL.Ext.RenderbufferStorage(RenderbufferTarget.RenderbufferExt, (RenderbufferStorage)All.DepthComponent, size.Width, size.Height);
ErrorHandler.CheckGlError();
GL.Ext.FramebufferRenderbuffer(FramebufferTarget.FramebufferExt, FramebufferAttachment.DepthAttachmentExt, RenderbufferTarget.RenderbufferExt, depth);
ErrorHandler.CheckGlError();
// Test for completeness
var status = GL.Ext.CheckFramebufferStatus(FramebufferTarget.FramebufferExt);
if (status != FramebufferErrorCode.FramebufferCompleteExt)
{
var error = "Error creating framebuffer: {0}\n{1}".F(status, new StackTrace());
ErrorHandler.WriteGraphicsLog(error);
throw new InvalidOperationException("OpenGL Error: See graphics.log for details.");
}
// Restore default buffer
GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0);
ErrorHandler.CheckGlError();
}
static int[] ViewportRectangle()
{
var v = new int[4];
unsafe
{
fixed (int* ptr = &v[0])
{
GL.GetInteger(GetPName.Viewport, ptr);
}
}
ErrorHandler.CheckGlError();
return v;
}
int[] cv = new int[4];
public void Bind()
{
// Cache viewport rect to restore when unbinding
cv = ViewportRectangle();
GL.Flush();
ErrorHandler.CheckGlError();
GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, framebuffer);
ErrorHandler.CheckGlError();
GL.Viewport(0, 0, size.Width, size.Height);
ErrorHandler.CheckGlError();
GL.ClearColor(0, 0, 0, 0);
ErrorHandler.CheckGlError();
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
ErrorHandler.CheckGlError();
}
public void Unbind()
{
GL.Flush();
ErrorHandler.CheckGlError();
GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0);
ErrorHandler.CheckGlError();
GL.Viewport(cv[0], cv[1], cv[2], cv[3]);
ErrorHandler.CheckGlError();
}
public ITexture Texture { get { return texture; } }
~FrameBuffer()
{
Game.RunAfterTick(() => Dispose(false));
}
public void Dispose()
{
Game.RunAfterTick(() => Dispose(true));
GC.SuppressFinalize(this);
}
void Dispose(bool disposing)
{
if (disposed)
return;
disposed = true;
if (disposing)
texture.Dispose();
GL.Ext.DeleteFramebuffers(1, ref framebuffer);
ErrorHandler.CheckGlError();
GL.Ext.DeleteRenderbuffers(1, ref depth);
ErrorHandler.CheckGlError();
}
}
}