mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed memory leak when deleting Effect
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@@ -34,6 +34,7 @@ class ShaderLoader : IProcessedAssetLoader
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Try!(stream.TryRead(vsData));
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vertexShader = (VertexShader)Try!(Shader.CreateFromBlob(vsData, .Vertex));
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effect.[Friend]VertexShader = vertexShader;
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}
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if (psDataSize > 0)
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@@ -42,8 +43,9 @@ class ShaderLoader : IProcessedAssetLoader
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Try!(stream.TryRead(psData));
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pixelShader = (PixelShader)Try!(Shader.CreateFromBlob(psData, .Pixel));
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effect.[Friend]PixelShader = pixelShader;
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}
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uint16 textureCount = Try!(stream.Read<uint16>());
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for (int i < textureCount)
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@@ -77,33 +79,40 @@ class ShaderLoader : IProcessedAssetLoader
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for (int i < bufferCount)
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{
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int64 bufferSize = Try!(stream.Read<int64>());
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Try!(LoadBuffer(stream, effect));
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}
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int32 vertexShaderBindPoint = Try!(stream.Read<int32>());
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int32 pixelShaderBindPoint = Try!(stream.Read<int32>());
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return effect;
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}
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int16 bufferNameLength = Try!(stream.Read<int16>());
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String bufferName = scope String(bufferNameLength);
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stream.ReadStrSized32(bufferNameLength, bufferName);
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private static Result<void> LoadBuffer(Stream stream, Effect effect)
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{
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int64 bufferSize = Try!(stream.Read<int64>());
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int16 engineBufferNameLength = Try!(stream.Read<int16>());
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String engineBufferName = null;
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int32 vertexShaderBindPoint = Try!(stream.Read<int32>());
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int32 pixelShaderBindPoint = Try!(stream.Read<int32>());
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if (engineBufferNameLength > 0)
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{
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scope String(engineBufferNameLength);
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stream.ReadStrSized32(engineBufferNameLength, engineBufferName);
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int16 bufferNameLength = Try!(stream.Read<int16>());
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String bufferName = scope String(bufferNameLength);
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stream.ReadStrSized32(bufferNameLength, bufferName);
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// TODO: Engine buffers currently do nothing. The bind points for each engine buffer are hardcoded.
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// It only marks the buffer as engine buffer, preventing the variables from becomming accessible.
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//effect.[Friend]_engineBuffers.Add()
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}
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int16 engineBufferNameLength = Try!(stream.Read<int16>());
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String engineBufferName = null;
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if (engineBufferNameLength > 0)
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{
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scope String(engineBufferNameLength);
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stream.ReadStrSized32(engineBufferNameLength, engineBufferName);
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// TODO: Engine buffers currently do nothing. The bind points for each engine buffer are hardcoded.
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// It only marks the buffer as engine buffer, preventing the variables from becomming accessible.
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//effect.[Friend]_engineBuffers.Add()
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}
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using (ConstantBuffer buffer = new ConstantBuffer(bufferName, bufferSize))
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{
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uint16 variableCount = Try!(stream.Read<uint16>());
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ConstantBuffer buffer = new ConstantBuffer(bufferName, bufferSize);
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defer buffer.ReleaseRef();
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for (int v < variableCount)
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{
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uint64 variableOffset = Try!(stream.Read<uint64>());
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@@ -113,7 +122,7 @@ class ShaderLoader : IProcessedAssetLoader
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uint8 rows = Try!(stream.Read<uint8>());
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uint8 columns = Try!(stream.Read<uint8>());
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uint64 arraySize = Try!(stream.Read<uint64>());
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int16 variableNameLength = Try!(stream.Read<int16>());
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String variableName = scope String(variableNameLength);
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stream.ReadStrSized32(variableNameLength, variableName);
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@@ -126,10 +135,10 @@ class ShaderLoader : IProcessedAssetLoader
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Try!(buffer.Update());
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if (vertexShaderBindPoint != -1)
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vertexShader.Buffers.Add(vertexShaderBindPoint, buffer.Name, buffer);
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effect.VertexShader.Buffers.Add(vertexShaderBindPoint, buffer.Name, buffer);
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if (pixelShaderBindPoint != -1)
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pixelShader.Buffers.Add(pixelShaderBindPoint, buffer.Name, buffer);
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effect.PixelShader.Buffers.Add(pixelShaderBindPoint, buffer.Name, buffer);
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// TODO: Allow binding buffers to different indices? Does this theoretically work with textures?
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let tempBindPoint = (vertexShaderBindPoint != -1) ? vertexShaderBindPoint : pixelShaderBindPoint;
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@@ -141,9 +150,6 @@ class ShaderLoader : IProcessedAssetLoader
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}
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}
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effect.[Friend]VertexShader = vertexShader;
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effect.[Friend]PixelShader = pixelShader;
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return effect;
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return .Ok;
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}
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}
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