mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 02:58:44 +08:00
Fixed memory leak. Formatting.
This commit is contained in:
parent
acf515cbb6
commit
d641dbc414
@ -6,10 +6,10 @@
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright notice, this
|
||||
* list of conditions and the following disclaimer.
|
||||
* list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
@ -23,105 +23,96 @@
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
******************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
#if WINDOWS_STOREAPP
|
||||
using System.Threading.Tasks;
|
||||
using Windows.Storage;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
namespace Spine {
|
||||
|
||||
static public class Util {
|
||||
static public class Util {
|
||||
#if WINDOWS_STOREAPP
|
||||
private static async Task<Texture2D> LoadFile(GraphicsDevice device, String path)
|
||||
{
|
||||
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
|
||||
private static async Task<Texture2D> LoadFile(GraphicsDevice device, String path) {
|
||||
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
|
||||
var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false);
|
||||
try {
|
||||
return Util.LoadTexture(device, await file.OpenStreamForReadAsync().ConfigureAwait(false));
|
||||
} catch (Exception ex) {
|
||||
throw new Exception("Error reading texture file: " + path, ex);
|
||||
}
|
||||
}
|
||||
|
||||
var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false);
|
||||
|
||||
try
|
||||
{
|
||||
return Util.LoadTexture(device, await file.OpenStreamForReadAsync().ConfigureAwait(false));
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
throw new Exception("Error reading texture file: " + path, ex);
|
||||
}
|
||||
}
|
||||
|
||||
static public Texture2D LoadTexture (GraphicsDevice device, String path)
|
||||
{
|
||||
return LoadFile(device, path).Result;
|
||||
static public Texture2D LoadTexture (GraphicsDevice device, String path) {
|
||||
return LoadFile(device, path).Result;
|
||||
}
|
||||
#else
|
||||
static public Texture2D LoadTexture (GraphicsDevice device, String path) {
|
||||
using (Stream input = new FileStream(path, FileMode.Open, FileAccess.Read)) {
|
||||
try {
|
||||
return Util.LoadTexture(device, input);
|
||||
} catch (Exception ex) {
|
||||
throw new Exception("Error reading texture file: " + path, ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#else
|
||||
static public Texture2D LoadTexture (GraphicsDevice device, String path) {
|
||||
using (Stream input = new FileStream(path, FileMode.Open, FileAccess.Read)) {
|
||||
try {
|
||||
return Util.LoadTexture(device, input);
|
||||
} catch (Exception ex) {
|
||||
throw new Exception("Error reading texture file: " + path, ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
static public Texture2D LoadTexture (GraphicsDevice device, Stream input) {
|
||||
Texture2D file = Texture2D.FromStream(device, input);
|
||||
|
||||
// Setup a render target to hold our final texture which will have premulitplied alpha values
|
||||
RenderTarget2D result = new RenderTarget2D(device, file.Width, file.Height);
|
||||
device.SetRenderTarget(result);
|
||||
device.Clear(Color.Black);
|
||||
|
||||
// Multiply each color by the source alpha, and write in just the color values into the final texture
|
||||
BlendState blendColor = new BlendState();
|
||||
blendColor.ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue;
|
||||
blendColor.AlphaDestinationBlend = Blend.Zero;
|
||||
blendColor.ColorDestinationBlend = Blend.Zero;
|
||||
blendColor.AlphaSourceBlend = Blend.SourceAlpha;
|
||||
blendColor.ColorSourceBlend = Blend.SourceAlpha;
|
||||
|
||||
SpriteBatch spriteBatch = new SpriteBatch(device);
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, blendColor);
|
||||
spriteBatch.Draw(file, file.Bounds, Color.White);
|
||||
spriteBatch.End();
|
||||
|
||||
// Now copy over the alpha values from the PNG source texture to the final one, without multiplying them
|
||||
BlendState blendAlpha = new BlendState();
|
||||
blendAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
|
||||
blendAlpha.AlphaDestinationBlend = Blend.Zero;
|
||||
blendAlpha.ColorDestinationBlend = Blend.Zero;
|
||||
blendAlpha.AlphaSourceBlend = Blend.One;
|
||||
blendAlpha.ColorSourceBlend = Blend.One;
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, blendAlpha);
|
||||
spriteBatch.Draw(file, file.Bounds, Color.White);
|
||||
spriteBatch.End();
|
||||
|
||||
// Release the GPU back to drawing to the screen
|
||||
device.SetRenderTarget(null);
|
||||
|
||||
static public Texture2D LoadTexture (GraphicsDevice device, Stream input) {
|
||||
Texture2D file = Texture2D.FromStream(device, input);
|
||||
|
||||
// Setup a render target to hold our final texture which will have premulitplied alpha values
|
||||
RenderTarget2D result = new RenderTarget2D(device, file.Width, file.Height);
|
||||
device.SetRenderTarget(result);
|
||||
device.Clear(Color.Black);
|
||||
|
||||
// Multiply each color by the source alpha, and write in just the color values into the final texture
|
||||
BlendState blendColor = new BlendState();
|
||||
blendColor.ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue;
|
||||
blendColor.AlphaDestinationBlend = Blend.Zero;
|
||||
blendColor.ColorDestinationBlend = Blend.Zero;
|
||||
blendColor.AlphaSourceBlend = Blend.SourceAlpha;
|
||||
blendColor.ColorSourceBlend = Blend.SourceAlpha;
|
||||
|
||||
SpriteBatch spriteBatch = new SpriteBatch(device);
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, blendColor);
|
||||
spriteBatch.Draw(file, file.Bounds, Color.White);
|
||||
spriteBatch.End();
|
||||
|
||||
// Now copy over the alpha values from the PNG source texture to the final one, without multiplying them
|
||||
BlendState blendAlpha = new BlendState();
|
||||
blendAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
|
||||
blendAlpha.AlphaDestinationBlend = Blend.Zero;
|
||||
blendAlpha.ColorDestinationBlend = Blend.Zero;
|
||||
blendAlpha.AlphaSourceBlend = Blend.One;
|
||||
blendAlpha.ColorSourceBlend = Blend.One;
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, blendAlpha);
|
||||
spriteBatch.Draw(file, file.Bounds, Color.White);
|
||||
spriteBatch.End();
|
||||
|
||||
// Release the GPU back to drawing to the screen.
|
||||
device.SetRenderTarget(null);
|
||||
spriteBatch.Dispose();
|
||||
file.Dispose();
|
||||
|
||||
#if IOS
|
||||
return result as Texture2D;
|
||||
#else
|
||||
// RenderTarget2D are volatile and will be lost on screen resolution changes.
|
||||
// So instead of using this directly, we create a non-voliate Texture2D.
|
||||
// This is computationally slower, but should be safe as long as it is done
|
||||
// on load.
|
||||
Texture2D resultTexture = new Texture2D(device, file.Width, file.Height);
|
||||
Color[] resultContent = new Color[Convert.ToInt32(file.Width * file.Height)];
|
||||
result.GetData(resultContent);
|
||||
resultTexture.SetData(resultContent);
|
||||
|
||||
// Dispose of the RenderTarget2D immediately.
|
||||
result.Dispose();
|
||||
|
||||
return resultTexture;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
// RenderTarget2D are volatile and will be lost on screen resolution changes.
|
||||
// So instead of using this directly, we create a non-voliate Texture2D.
|
||||
// This is computationally slower, but should be safe as long as it is done on load.
|
||||
Texture2D resultTexture = new Texture2D(device, file.Width, file.Height);
|
||||
Color[] resultContent = new Color[Convert.ToInt32(file.Width * file.Height)];
|
||||
result.GetData(resultContent);
|
||||
resultTexture.SetData(resultContent);
|
||||
result.Dispose(); // Dispose of the RenderTarget2D immediately.
|
||||
return resultTexture;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user