diff options
author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-10-08 17:42:32 -0400 |
---|---|---|
committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-10-08 17:42:32 -0400 |
commit | 40d5cd7c05d4e0a4e6894cd7b9f6d7d747716837 (patch) | |
tree | fa1419606c3dba97a7ad8e2132576589162f26a8 /src/SMAPI/Framework/Content | |
parent | 48d0f70ffd07df9ba364808a71407800834f95d3 (diff) | |
download | SMAPI-40d5cd7c05d4e0a4e6894cd7b9f6d7d747716837.tar.gz SMAPI-40d5cd7c05d4e0a4e6894cd7b9f6d7d747716837.tar.bz2 SMAPI-40d5cd7c05d4e0a4e6894cd7b9f6d7d747716837.zip |
use try..finally to make sure rented arrays are returned
Diffstat (limited to 'src/SMAPI/Framework/Content')
-rw-r--r-- | src/SMAPI/Framework/Content/AssetDataForImage.cs | 108 |
1 files changed, 59 insertions, 49 deletions
diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs index 636d4a71..3abcd328 100644 --- a/src/SMAPI/Framework/Content/AssetDataForImage.cs +++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs @@ -1,7 +1,6 @@ using System; using System.Buffers; using System.Diagnostics.CodeAnalysis; -using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StardewValley; @@ -64,20 +63,23 @@ namespace StardewModdingAPI.Framework.Content { int pixelCount = areaWidth * areaHeight; sourceData = ArrayPool<Color>.Shared.Rent(pixelCount); - - // slower copying, line by line - for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++) + try { - int sourceIndex = (y * source.Width) + areaX; - int targetIndex = (y - areaY) * areaWidth; - Array.Copy(source.Data, sourceIndex, sourceData, targetIndex, areaWidth); + // slower copying, line by line + for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++) + { + int sourceIndex = (y * source.Width) + areaX; + int targetIndex = (y - areaY) * areaWidth; + Array.Copy(source.Data, sourceIndex, sourceData, targetIndex, areaWidth); + } + + // apply + this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); + } + finally + { + ArrayPool<Color>.Shared.Return(sourceData); } - - // apply - this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); - - // return - ArrayPool<Color>.Shared.Return(sourceData); } } } @@ -98,13 +100,15 @@ namespace StardewModdingAPI.Framework.Content // get source data int pixelCount = sourceArea.Value.Width * sourceArea.Value.Height; Color[] sourceData = ArrayPool<Color>.Shared.Rent(pixelCount); - source.GetData(0, sourceArea, sourceData, 0, pixelCount); - - // apply - this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); - - // return - ArrayPool<Color>.Shared.Return(sourceData); + try + { + source.GetData(0, sourceArea, sourceData, 0, pixelCount); + this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); + } + finally + { + ArrayPool<Color>.Shared.Return(sourceData); + } } /// <inheritdoc /> @@ -207,41 +211,47 @@ namespace StardewModdingAPI.Framework.Content // get target data Color[] mergedData = ArrayPool<Color>.Shared.Rent(pixelCount); - target.GetData(0, targetArea, mergedData, 0, pixelCount); - - // merge pixels - for (int i = startIndex; i <= endIndex; i++) + try { - int targetIndex = i - sourceoffset; - - // ref locals here? Not sure. - Color above = sourceData[i]; - Color below = mergedData[targetIndex]; - - // shortcut transparency - if (above.A < MinOpacity) - continue; - if (below.A < MinOpacity || above.A == byte.MaxValue) - mergedData[targetIndex] = above; + target.GetData(0, targetArea, mergedData, 0, pixelCount); // merge pixels - else + for (int i = startIndex; i <= endIndex; i++) { - // This performs a conventional alpha blend for the pixels, which are already - // premultiplied by the content pipeline. The formula is derived from - // https://blogs.msdn.microsoft.com/shawnhar/2009/11/06/premultiplied-alpha/. - float alphaBelow = 1 - (above.A / 255f); - mergedData[targetIndex] = new Color( - r: (int)(above.R + (below.R * alphaBelow)), - g: (int)(above.G + (below.G * alphaBelow)), - b: (int)(above.B + (below.B * alphaBelow)), - alpha: Math.Max(above.A, below.A) - ); + int targetIndex = i - sourceoffset; + + // ref locals here? Not sure. + Color above = sourceData[i]; + Color below = mergedData[targetIndex]; + + // shortcut transparency + if (above.A < MinOpacity) + continue; + if (below.A < MinOpacity || above.A == byte.MaxValue) + mergedData[targetIndex] = above; + + // merge pixels + else + { + // This performs a conventional alpha blend for the pixels, which are already + // premultiplied by the content pipeline. The formula is derived from + // https://blogs.msdn.microsoft.com/shawnhar/2009/11/06/premultiplied-alpha/. + float alphaBelow = 1 - (above.A / 255f); + mergedData[targetIndex] = new Color( + r: (int)(above.R + (below.R * alphaBelow)), + g: (int)(above.G + (below.G * alphaBelow)), + b: (int)(above.B + (below.B * alphaBelow)), + alpha: Math.Max(above.A, below.A) + ); + } } - } - target.SetData(0, targetArea, mergedData, 0, pixelCount); - ArrayPool<Color>.Shared.Return(mergedData); + target.SetData(0, targetArea, mergedData, 0, pixelCount); + } + finally + { + ArrayPool<Color>.Shared.Return(mergedData); + } } } } |