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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-05-09 23:58:58 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-05-09 23:58:58 -0400 |
commit | 61b023916eb92237b3b10b30b77792139de1097d (patch) | |
tree | 5bfca6a2061d54a2c701e5c8c4c0abcf696fc7b1 /src/SMAPI/Framework/SContentManager.cs | |
parent | 1a626b34a03212809880a5c5d034bf3962d4abd7 (diff) | |
download | SMAPI-61b023916eb92237b3b10b30b77792139de1097d.tar.gz SMAPI-61b023916eb92237b3b10b30b77792139de1097d.tar.bz2 SMAPI-61b023916eb92237b3b10b30b77792139de1097d.zip |
rewrite content logic to decentralise cache (#488)
This is necessary due to changes in Stardew Valley 1.3, which now changes loaded assets and expects those changes to be persisted but not propagated to other content managers.
Diffstat (limited to 'src/SMAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/SContentManager.cs | 617 |
1 files changed, 617 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs new file mode 100644 index 00000000..8f008041 --- /dev/null +++ b/src/SMAPI/Framework/SContentManager.cs @@ -0,0 +1,617 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.Diagnostics.Contracts; +using System.Globalization; +using System.IO; +using System.Linq; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Content; +using StardewModdingAPI.Framework.Exceptions; +using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.Utilities; +using StardewValley; + +namespace StardewModdingAPI.Framework +{ + /// <summary>A minimal content manager which defers to SMAPI's core content logic.</summary> + internal class SContentManager : LocalizedContentManager + { + /********* + ** Properties + *********/ + /// <summary>The central coordinator which manages content managers.</summary> + private readonly ContentCoordinator Coordinator; + + /// <summary>The underlying asset cache.</summary> + private readonly ContentCache Cache; + + /// <summary>Encapsulates monitoring and logging.</summary> + private readonly IMonitor Monitor; + + /// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary> + private readonly IDictionary<string, bool> IsLocalisableLookup; + + /// <summary>The language enum values indexed by locale code.</summary> + private readonly IDictionary<string, LocalizedContentManager.LanguageCode> LanguageCodes; + + /// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary> + private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>(); + + /// <summary>The path prefix for assets in mod folders.</summary> + private readonly string ModContentPrefix; + + /// <summary>Interceptors which provide the initial versions of matching assets.</summary> + private IDictionary<IModMetadata, IList<IAssetLoader>> Loaders => this.Coordinator.Loaders; + + /// <summary>Interceptors which edit matching assets after they're loaded.</summary> + private IDictionary<IModMetadata, IList<IAssetEditor>> Editors => this.Coordinator.Editors; + + + /********* + ** Accessors + *********/ + /// <summary>A name for the mod manager. Not guaranteed to be unique.</summary> + public string Name { get; } + + /// <summary>Whether this content manager is wrapped around a mod folder.</summary> + public bool IsModFolder { get; } + + /// <summary>The current language as a constant.</summary> + public LocalizedContentManager.LanguageCode Language => this.GetCurrentLanguage(); + + /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> + public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param> + /// <param name="serviceProvider">The service provider to use to locate services.</param> + /// <param name="rootDirectory">The root directory to search for content.</param> + /// <param name="currentCulture">The current culture for which to localise content.</param> + /// <param name="coordinator">The central coordinator which manages content managers.</param> + /// <param name="monitor">Encapsulates monitoring and logging.</param> + /// <param name="reflection">Simplifies access to private code.</param> + /// <param name="isModFolder">Whether this content manager is wrapped around a mod folder.</param> + public SContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, bool isModFolder) + : base(serviceProvider, rootDirectory, currentCulture) + { + // init + this.Name = name; + this.IsModFolder = isModFolder; + this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator)); + this.Cache = new ContentCache(this, reflection); + this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); + this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath, ContentSource.GameContent); + + // get asset data + this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase); + this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue(); + + } + + /// <summary>Load an asset that has been processed by the content pipeline.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + public override T Load<T>(string assetName) + { + return this.Load<T>(assetName, LocalizedContentManager.CurrentLanguageCode); + } + + /// <summary>Load an asset that has been processed by the content pipeline.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="language">The language code for which to load content.</param> + public override T Load<T>(string assetName, LanguageCode language) + { + // normalise asset key + this.AssertValidAssetKeyFormat(assetName); + assetName = this.NormaliseAssetName(assetName); + + // load game content + if (!this.IsModFolder && !assetName.StartsWith(this.ModContentPrefix)) + return this.LoadImpl<T>(assetName, language); + + // load mod content + SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}"); + try + { + // try cache + if (this.IsLoaded(assetName)) + return this.LoadImpl<T>(assetName, language); + + // get file + FileInfo file = this.GetModFile(assetName); + if (!file.Exists) + throw GetContentError("the specified path doesn't exist."); + + // load content + switch (file.Extension.ToLower()) + { + // XNB file + case ".xnb": + return this.LoadImpl<T>(assetName, language); + + // unpacked map + case ".tbin": + throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper."); + + // unpacked image + case ".png": + // validate + if (typeof(T) != typeof(Texture2D)) + throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); + + // fetch & cache + using (FileStream stream = File.OpenRead(file.FullName)) + { + Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); + texture = this.PremultiplyTransparency(texture); + this.Inject(assetName, texture); + return (T)(object)texture; + } + + default: + throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'."); + } + } + catch (Exception ex) when (!(ex is SContentLoadException)) + { + if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib") + throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher."); + throw new SContentLoadException($"The content manager failed loading content asset '{assetName}'.", ex); + } + } + + /// <summary>Load the base asset without localisation.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + public override T LoadBase<T>(string assetName) + { + return this.Load<T>(assetName, LanguageCode.en); + } + + /// <summary>Inject an asset into the cache.</summary> + /// <typeparam name="T">The type of asset to inject.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="value">The asset value.</param> + public void Inject<T>(string assetName, T value) + { + assetName = this.NormaliseAssetName(assetName); + this.Cache[assetName] = value; + } + + /// <summary>Create a new content manager for temporary use.</summary> + public override LocalizedContentManager CreateTemporary() + { + return this.Coordinator.CreateContentManager("(temporary)", isModFolder: false); + } + + /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary> + /// <param name="path">The file path to normalise.</param> + [Pure] + public string NormalisePathSeparators(string path) + { + return this.Cache.NormalisePathSeparators(path); + } + + /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> + /// <param name="assetName">The asset key.</param> + [Pure] + public string NormaliseAssetName(string assetName) + { + return this.Cache.NormaliseKey(assetName); + } + + /// <summary>Assert that the given key has a valid format.</summary> + /// <param name="key">The asset key to check.</param> + /// <exception cref="ArgumentException">The asset key is empty or contains invalid characters.</exception> + [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] + public void AssertValidAssetKeyFormat(string key) + { + if (string.IsNullOrWhiteSpace(key)) + throw new ArgumentException("The asset key or local path is empty."); + if (key.Intersect(Path.GetInvalidPathChars()).Any()) + throw new ArgumentException("The asset key or local path contains invalid characters."); + } + + /// <summary>Convert an absolute file path into an appropriate asset name.</summary> + /// <param name="absolutePath">The absolute path to the file.</param> + /// <param name="relativeTo">The folder to which to get a relative path.</param> + public string GetAssetNameFromFilePath(string absolutePath, ContentSource relativeTo) + { +#if SMAPI_FOR_WINDOWS + // XNA doesn't allow absolute asset paths, so get a path relative to the source folder + string sourcePath = relativeTo == ContentSource.GameContent ? this.Coordinator.FullRootDirectory : this.FullRootDirectory; + return this.GetRelativePath(sourcePath, absolutePath); +#else + // MonoGame is weird about relative paths on Mac, but allows absolute paths + return absolutePath; +#endif + } + + /**** + ** Content loading + ****/ + /// <summary>Get the current content locale.</summary> + public string GetLocale() + { + return this.GetLocale(this.GetCurrentLanguage()); + } + + /// <summary>The locale for a language.</summary> + /// <param name="language">The language.</param> + public string GetLocale(LocalizedContentManager.LanguageCode language) + { + return this.LanguageCodeString(language); + } + + /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + public bool IsLoaded(string assetName) + { + assetName = this.Cache.NormaliseKey(assetName); + return this.IsNormalisedKeyLoaded(assetName); + } + + /// <summary>Get the cached asset keys.</summary> + public IEnumerable<string> GetAssetKeys() + { + return this.Cache.Keys + .Select(this.GetAssetName) + .Distinct(); + } + + /**** + ** Cache invalidation + ****/ + /// <summary>Purge matched assets from the cache.</summary> + /// <param name="predicate">Matches the asset keys to invalidate.</param> + /// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param> + /// <returns>Returns the number of invalidated assets.</returns> + public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false) + { + HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase); + this.Cache.Remove((key, type) => + { + this.ParseCacheKey(key, out string assetName, out _); + if (removeAssetNames.Contains(assetName) || predicate(assetName, type)) + { + removeAssetNames.Add(assetName); + return true; + } + return false; + }); + + return removeAssetNames; + } + + + /********* + ** Private methods + *********/ + /**** + ** Asset name/key handling + ****/ + /// <summary>Get a directory or file path relative to the content root.</summary> + /// <param name="sourcePath">The source file path.</param> + /// <param name="targetPath">The target file path.</param> + private string GetRelativePath(string sourcePath, string targetPath) + { + return PathUtilities.GetRelativePath(sourcePath, targetPath); + } + + /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary> + private IDictionary<LocalizedContentManager.LanguageCode, string> GetKeyLocales() + { + // create locale => code map + IDictionary<LocalizedContentManager.LanguageCode, string> map = new Dictionary<LocalizedContentManager.LanguageCode, string>(); + foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode))) + map[code] = this.GetLocale(code); + + return map; + } + + /// <summary>Get the asset name from a cache key.</summary> + /// <param name="cacheKey">The input cache key.</param> + private string GetAssetName(string cacheKey) + { + this.ParseCacheKey(cacheKey, out string assetName, out string _); + return assetName; + } + + /// <summary>Parse a cache key into its component parts.</summary> + /// <param name="cacheKey">The input cache key.</param> + /// <param name="assetName">The original asset name.</param> + /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param> + private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) + { + // handle localised key + if (!string.IsNullOrWhiteSpace(cacheKey)) + { + int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture); + if (lastSepIndex >= 0) + { + string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); + if (this.LanguageCodes.ContainsKey(suffix)) + { + assetName = cacheKey.Substring(0, lastSepIndex); + localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); + return; + } + } + } + + // handle simple key + assetName = cacheKey; + localeCode = null; + } + + /**** + ** Cache handling + ****/ + /// <summary>Get whether an asset has already been loaded.</summary> + /// <param name="normalisedAssetName">The normalised asset name.</param> + private bool IsNormalisedKeyLoaded(string normalisedAssetName) + { + // default English + if (this.Language == LocalizedContentManager.LanguageCode.en) + return this.Cache.ContainsKey(normalisedAssetName); + + // translated + if (!this.IsLocalisableLookup.TryGetValue(normalisedAssetName, out bool localisable)) + return false; + return localisable + ? this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}") + : this.Cache.ContainsKey(normalisedAssetName); + } + + /**** + ** Content loading + ****/ + /// <summary>Load an asset name without heuristics to support mod content.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> + /// <param name="language">The language code for which to load content.</param> + private T LoadImpl<T>(string assetName, LocalizedContentManager.LanguageCode language) + { + // skip if already loaded + if (this.IsNormalisedKeyLoaded(assetName)) + return base.Load<T>(assetName, language); + + // load asset + T data; + if (this.AssetsBeingLoaded.Contains(assetName)) + { + this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn); + this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace); + data = base.Load<T>(assetName, language); + } + else + { + data = this.AssetsBeingLoaded.Track(assetName, () => + { + string locale = this.GetLocale(language); + IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.NormaliseAssetName); + IAssetData asset = + this.ApplyLoader<T>(info) + ?? new AssetDataForObject(info, base.Load<T>(assetName, language), this.NormaliseAssetName); + asset = this.ApplyEditors<T>(info, asset); + return (T)asset.Data; + }); + } + + // update cache & return data + this.Inject(assetName, data); + return data; + } + + /// <summary>Get a file from the mod folder.</summary> + /// <param name="path">The asset path relative to the content folder.</param> + private FileInfo GetModFile(string path) + { + // try exact match + FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path)); + + // try with default extension + if (!file.Exists && file.Extension.ToLower() != ".xnb") + { + FileInfo result = new FileInfo(file.FullName + ".xnb"); + if (result.Exists) + file = result; + } + + return file; + } + + /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary> + /// <param name="info">The basic asset metadata.</param> + /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns> + private IAssetData ApplyLoader<T>(IAssetInfo info) + { + // find matching loaders + var loaders = this.GetInterceptors(this.Loaders) + .Where(entry => + { + try + { + return entry.Value.CanLoad<T>(info); + } + catch (Exception ex) + { + entry.Key.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return false; + } + }) + .ToArray(); + + // validate loaders + if (!loaders.Any()) + return null; + if (loaders.Length > 1) + { + string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); + this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); + return null; + } + + // fetch asset from loader + IModMetadata mod = loaders[0].Key; + IAssetLoader loader = loaders[0].Value; + T data; + try + { + data = loader.Load<T>(info); + this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return null; + } + + // validate asset + if (data == null) + { + mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); + return null; + } + + // return matched asset + return new AssetDataForObject(info, data, this.NormaliseAssetName); + } + + /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> + /// <typeparam name="T">The asset type.</typeparam> + /// <param name="info">The basic asset metadata.</param> + /// <param name="asset">The loaded asset.</param> + private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset) + { + IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName); + + // edit asset + foreach (var entry in this.GetInterceptors(this.Editors)) + { + // check for match + IModMetadata mod = entry.Key; + IAssetEditor editor = entry.Value; + try + { + if (!editor.CanEdit<T>(info)) + continue; + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + + // try edit + object prevAsset = asset.Data; + try + { + editor.Edit<T>(asset); + this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); + } + catch (Exception ex) + { + mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + } + + // validate edit + if (asset.Data == null) + { + mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + else if (!(asset.Data is T)) + { + mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + } + + // return result + return asset; + } + + /// <summary>Get all registered interceptors from a list.</summary> + private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries) + { + foreach (var entry in entries) + { + IModMetadata mod = entry.Key; + IList<T> interceptors = entry.Value; + + // registered editors + foreach (T interceptor in interceptors) + yield return new KeyValuePair<IModMetadata, T>(mod, interceptor); + } + } + + /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing.</summary> + /// <param name="texture">The texture to premultiply.</param> + /// <returns>Returns a premultiplied texture.</returns> + /// <remarks>Based on <a href="https://gist.github.com/Layoric/6255384">code by Layoric</a>.</remarks> + private Texture2D PremultiplyTransparency(Texture2D texture) + { + // validate + if (Context.IsInDrawLoop) + throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); + + // process texture + SpriteBatch spriteBatch = Game1.spriteBatch; + GraphicsDevice gpu = Game1.graphics.GraphicsDevice; + using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) + { + // create blank render target to premultiply + gpu.SetRenderTarget(renderTarget); + gpu.Clear(Color.Black); + + // multiply each color by the source alpha, and write just the color values into the final texture + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorDestinationBlend = Blend.Zero, + ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, + AlphaDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.SourceAlpha, + ColorSourceBlend = Blend.SourceAlpha + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // copy the alpha values from the source texture into the final one without multiplying them + spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState + { + ColorWriteChannels = ColorWriteChannels.Alpha, + AlphaDestinationBlend = Blend.Zero, + ColorDestinationBlend = Blend.Zero, + AlphaSourceBlend = Blend.One, + ColorSourceBlend = Blend.One + }); + spriteBatch.Draw(texture, texture.Bounds, Color.White); + spriteBatch.End(); + + // release GPU + gpu.SetRenderTarget(null); + + // extract premultiplied data + Color[] data = new Color[texture.Width * texture.Height]; + renderTarget.GetData(data); + + // unset texture from GPU to regain control + gpu.Textures[0] = null; + + // update texture with premultiplied data + texture.SetData(data); + } + + return texture; + } + } +} |