Graphics/TextSprite: Fix unused memory not being released by Update

Former-commit-id: 2a1349b1346d6dd11a004654a65d43e91626b76a
This commit is contained in:
Lynix 2016-01-06 13:16:11 +01:00
parent c6f491ca21
commit 2b908d0c2b
1 changed files with 37 additions and 20 deletions

View File

@ -65,18 +65,23 @@ namespace Nz
}
// Remove unused atlas slots
auto it = m_atlases.begin();
while (it != m_atlases.end())
auto atlasIt = m_atlases.begin();
while (atlasIt != m_atlases.end())
{
if (!it->second.used)
m_atlases.erase(it++);
if (!atlasIt->second.used)
m_atlases.erase(atlasIt++);
else
++it;
++atlasIt;
}
unsigned int glyphCount = drawer.GetGlyphCount();
m_localVertices.resize(glyphCount * 4);
// Reset glyph count for every texture to zero
for (auto& pair : m_renderInfos)
pair.second.count = 0;
// Count glyph count for each texture
Texture* lastTexture = nullptr;
unsigned int* count = nullptr;
for (unsigned int i = 0; i < glyphCount; ++i)
@ -86,25 +91,36 @@ namespace Nz
Texture* texture = static_cast<Texture*>(glyph.atlas);
if (lastTexture != texture)
{
auto pair = m_renderInfos.insert(std::make_pair(texture, RenderIndices{0U, 0U}));
auto it = m_renderInfos.find(texture);
if (it == m_renderInfos.end())
it = m_renderInfos.insert(std::make_pair(texture, RenderIndices{0U, 0U})).first;
count = &pair.first->second.count;
count = &it->second.count;
lastTexture = texture;
}
(*count)++;
}
// Attribution des indices
// Attributes indices and reinitialize glyph count to zero to use it as a counter in the next loop
// This is because the 1st glyph can use texture A, the 2nd glyph can use texture B and the 3th glyph C can use texture A again
// so we need a counter to know where to write informations
// also remove unused render infos
unsigned int index = 0;
for (auto& pair : m_renderInfos)
auto infoIt = m_renderInfos.begin();
while (infoIt != m_renderInfos.end())
{
RenderIndices& indices = infoIt->second;
if (indices.count == 0)
m_renderInfos.erase(infoIt++); //< No glyph uses this texture, remove from indices
else
{
RenderIndices& indices = pair.second;
indices.first = index;
index += indices.count;
indices.count = 0; // On réinitialise count à zéro (on va s'en servir comme compteur dans la boucle suivante)
indices.count = 0;
++infoIt;
}
}
lastTexture = nullptr;
@ -116,11 +132,11 @@ namespace Nz
Texture* texture = static_cast<Texture*>(glyph.atlas);
if (lastTexture != texture)
{
indices = &m_renderInfos[texture]; // On a changé de texture, on ajuste le pointeur
indices = &m_renderInfos[texture]; //< We changed texture, adjust the pointer
lastTexture = texture;
}
// On commence par transformer les coordonnées entières en flottantes:
// First, compute the uv coordinates from our atlas rect
Vector2ui size(texture->GetSize());
float invWidth = 1.f/size.x;
float invHeight = 1.f/size.y;
@ -131,10 +147,11 @@ namespace Nz
uvRect.width *= invWidth;
uvRect.height *= invHeight;
static RectCorner normalCorners[4] = {RectCorner_LeftTop, RectCorner_RightTop, RectCorner_LeftBottom, RectCorner_RightBottom};
static RectCorner flippedCorners[4] = {RectCorner_LeftBottom, RectCorner_LeftTop, RectCorner_RightBottom, RectCorner_RightTop};
// Our glyph may be flipped in the atlas, to render it correctly we need to change the uv coordinates accordingly
const RectCorner normalCorners[4] = {RectCorner_LeftTop, RectCorner_RightTop, RectCorner_LeftBottom, RectCorner_RightBottom};
const RectCorner flippedCorners[4] = {RectCorner_LeftBottom, RectCorner_LeftTop, RectCorner_RightBottom, RectCorner_RightTop};
// Affectation des positions, couleurs, coordonnées de textures
// Set the position, color and UV of our vertices
for (unsigned int j = 0; j < 4; ++j)
{
// Remember that indices->count is a counter here, not a count value
@ -143,7 +160,7 @@ namespace Nz
m_localVertices[indices->count*4 + j].uv.Set(uvRect.GetCorner((glyph.flipped) ? flippedCorners[j] : normalCorners[j]));
}
// Et on passe au prochain sommet
// Increment the counter, go to next glyph
indices->count++;
}