SDL2: Cache Bitmaps in Memory, Not on Disk
* Update the SDL2 engine's texture caching to use an sdl.RWops file buffer in memory instead of outputting bitmap images to the filesystem.
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@ -25,6 +25,7 @@ type Renderer struct {
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renderer *sdl.Renderer
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running bool
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ticks uint64
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textures map[string]*Texture // cached textures
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// Optimizations to minimize SDL calls.
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lastColor render.Color
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@ -37,6 +38,7 @@ func New(title string, width, height int) *Renderer {
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title: title,
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width: int32(width),
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height: int32(height),
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textures: map[string]*Texture{},
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}
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}
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@ -1,9 +1,9 @@
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package sdl
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import (
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"bytes"
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"fmt"
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"image"
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"os"
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"git.kirsle.net/apps/doodle/lib/render"
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"github.com/veandco/go-sdl2/sdl"
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@ -30,14 +30,44 @@ type Texture struct {
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// NewTexture caches an SDL texture from a bitmap.
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func (r *Renderer) NewTexture(filename string, img image.Image) (render.Texturer, error) {
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fh, err := os.Create(filename)
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if err != nil {
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return nil, err
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}
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defer fh.Close()
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var (
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fh = bytes.NewBuffer([]byte{})
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)
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err = bmp.Encode(fh, img)
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return nil, err
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err := bmp.Encode(fh, img)
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if err != nil {
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return nil, fmt.Errorf("NewTexture: bmp.Encode: %s", err)
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}
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// Create an SDL RWOps from the bitmap data in memory.
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sdlRW, err := sdl.RWFromMem(fh.Bytes())
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if err != nil {
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return nil, fmt.Errorf("NewTexture: sdl.RWFromMem: %s", err)
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}
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surface, err := sdl.LoadBMPRW(sdlRW, true)
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if err != nil {
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return nil, fmt.Errorf("NewTexture: sdl.LoadBMPRW: %s", err)
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}
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defer surface.Free()
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// TODO: chroma key color hardcoded to white here
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key := sdl.MapRGB(surface.Format, 255, 255, 255)
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surface.SetColorKey(true, key)
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texture, err := r.renderer.CreateTextureFromSurface(surface)
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if err != nil {
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return nil, fmt.Errorf("NewBitmap: create texture: %s", err)
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}
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tex := &Texture{
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width: surface.W,
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height: surface.H,
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tex: texture,
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}
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r.textures[filename] = tex
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return tex, nil
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}
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// Size returns the dimensions of the texture.
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@ -47,24 +77,8 @@ func (t *Texture) Size() render.Rect {
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// NewBitmap initializes a texture from a bitmap image.
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func (r *Renderer) NewBitmap(filename string) (render.Texturer, error) {
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surface, err := sdl.LoadBMP(filename)
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if err != nil {
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return nil, fmt.Errorf("NewBitmap: LoadBMP: %s", err)
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if tex, ok := r.textures[filename]; ok {
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return tex, nil
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}
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defer surface.Free()
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// TODO: chroma key color hardcoded to white here
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key := sdl.MapRGB(surface.Format, 255, 255, 255)
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surface.SetColorKey(true, key)
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tex, err := r.renderer.CreateTextureFromSurface(surface)
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if err != nil {
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return nil, fmt.Errorf("NewBitmap: create texture: %s", err)
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}
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return &Texture{
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width: surface.W,
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height: surface.H,
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tex: tex,
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}, nil
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return nil, fmt.Errorf("NewBitmap(%s): not found in texture cache", filename)
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}
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