Don't reuse textures, and don't keep them in RAM

Hopefully fixes #28
pull/32/head
Andrew Cassidy 3 years ago
parent dda988db17
commit f42e0d78d6

@ -123,7 +123,6 @@ namespace ConformalDecals.Text {
job.Start();
Texture2D texture = null;
if (job.OldText != null && RenderCache.TryGetValue(job.OldText, out var oldRender)) {
// old output still exists
@ -132,7 +131,7 @@ namespace ConformalDecals.Text {
if (oldRender.UserCount <= 0) {
// this is the only usage of this output, so we are free to re-render into the texture
texture = oldRender.Texture;
Destroy(oldRender.Texture);
RenderCache.Remove(job.OldText);
}
}
@ -145,7 +144,7 @@ namespace ConformalDecals.Text {
else {
renderNeeded = true;
renderOutput = RenderText(job.NewText, texture);
renderOutput = RenderText(job.NewText);
RenderCache.Add(job.NewText, renderOutput);
}
@ -156,7 +155,7 @@ namespace ConformalDecals.Text {
}
/// Render a piece of text to a given texture
public TextRenderOutput RenderText(DecalText text, Texture2D texture) {
public TextRenderOutput RenderText(DecalText text) {
if (text == null) throw new ArgumentNullException(nameof(text));
if (_tmp == null) throw new InvalidOperationException("TextMeshPro object not yet created.");
@ -209,7 +208,7 @@ namespace ConformalDecals.Text {
var size = bounds.size * PixelDensity;
size.x = Mathf.Max(size.x, 0.1f);
size.y = Mathf.Max(size.y, 0.1f);
var textureSize = new Vector2Int {
x = Mathf.NextPowerOfTwo((int) size.x),
y = Mathf.NextPowerOfTwo((int) size.y)
@ -242,12 +241,7 @@ namespace ConformalDecals.Text {
};
// SETUP TEXTURE
if (texture == null) {
texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, true);
}
else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != textTextureFormat) {
texture.Resize(textureSize.x, textureSize.y, textTextureFormat, true);
}
var texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, true);
// GENERATE PROJECTION MATRIX
var halfSize = (Vector2) textureSize / PixelDensity / 2 / sizeRatio;
@ -275,11 +269,11 @@ namespace ConformalDecals.Text {
var prevRT = RenderTexture.active;
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, true);
texture.Apply();
texture.Apply(false, true);
RenderTexture.active = prevRT;
GL.PopMatrix();
// RELEASE RENDERTEX
renderTex.Release();
RenderTexture.Destroy(renderTex);

Loading…
Cancel
Save