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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-05-22 22:53:44 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-05-22 22:53:44 -0400 |
commit | bd04d46dd1d66b30d4f21575bbbd2e541eabcef3 (patch) | |
tree | d40fac21157dc7893e3763b34505079171163e5d /src/SMAPI/Framework/SContentManager.cs | |
parent | 3e36af75d59dbd539cfb2c304281f64f1753fc9f (diff) | |
download | SMAPI-bd04d46dd1d66b30d4f21575bbbd2e541eabcef3.tar.gz SMAPI-bd04d46dd1d66b30d4f21575bbbd2e541eabcef3.tar.bz2 SMAPI-bd04d46dd1d66b30d4f21575bbbd2e541eabcef3.zip |
refactor content API to fix load errors with decentralised cache (#524)
Diffstat (limited to 'src/SMAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/SContentManager.cs | 653 |
1 files changed, 0 insertions, 653 deletions
diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs deleted file mode 100644 index e97e655d..00000000 --- a/src/SMAPI/Framework/SContentManager.cs +++ /dev/null @@ -1,653 +0,0 @@ -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>A callback to invoke when the content manager is being disposed.</summary> - private readonly Action<SContentManager> OnDisposing; - - /// <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; - - /// <summary>Whether the content coordinator has been disposed.</summary> - private bool IsDisposed; - - - /********* - ** 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> - /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param> - public SContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<SContentManager> onDisposing, 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); - this.OnDisposing = onDisposing; - - // 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="SContentLoadException">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) - { - // NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid - // throwing other types like ArgumentException here. - if (string.IsNullOrWhiteSpace(key)) - throw new SContentLoadException("The asset key or local path is empty."); - if (key.Intersect(Path.GetInvalidPathChars()).Any()) - throw new SContentLoadException("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; - } - - /// <summary>Dispose held resources.</summary> - /// <param name="isDisposing">Whether the content manager is being disposed (rather than finalized).</param> - protected override void Dispose(bool isDisposing) - { - if (this.IsDisposed) - return; - this.IsDisposed = true; - - this.OnDisposing(this); - base.Dispose(isDisposing); - } - - /// <inheritdoc /> - public override void Unload() - { - if (this.IsDisposed) - return; // base logic doesn't allow unloading twice, which happens due to SMAPI and the game both unloading - - base.Unload(); - } - - - /********* - ** 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 - string localeKey = $"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}"; - if (this.IsLocalisableLookup.TryGetValue(localeKey, out bool localisable)) - { - return localisable - ? this.Cache.ContainsKey(localeKey) - : this.Cache.ContainsKey(normalisedAssetName); - } - - // not loaded yet - return false; - } - - /**** - ** Content loading - ****/ - /// <summary>Load an asset name without heuristics to support mod content.</summary> - /// <typeparam name="T">The type of asset to load.</typeparam> - /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> - /// <param name="language">The language code for which to load content.</param> - private T LoadImpl<T>(string assetName, LocalizedContentManager.LanguageCode language) - { - // skip if already loaded - if (this.IsNormalisedKeyLoaded(assetName)) - return base.Load<T>(assetName, language); - - // load asset - T data; - if (this.AssetsBeingLoaded.Contains(assetName)) - { - this.Monitor.Log($"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; - } - } -} |