Release px resources when unused

This commit is contained in:
Zach Pomerantz 2016-04-01 14:20:28 -07:00
parent 0e9b783ca3
commit eb2e254aa6

View file

@ -96,6 +96,7 @@ bool Procedural::parseVersion(const QJsonValue& version) {
bool Procedural::parseUrl(const QUrl& shaderUrl) {
if (!shaderUrl.isValid()) {
qWarning() << "Invalid shader URL: " << shaderUrl;
_networkShader.reset();
return false;
}
@ -110,6 +111,7 @@ bool Procedural::parseUrl(const QUrl& shaderUrl) {
_shaderPath = _shaderUrl.toLocalFile();
qDebug() << "Shader path: " << _shaderPath;
if (!QFile(_shaderPath).exists()) {
_networkShader.reset();
return false;;
}
} else {
@ -135,9 +137,14 @@ bool Procedural::parseTextures(const QJsonArray& channels) {
auto textureCache = DependencyManager::get<TextureCache>();
size_t channelCount = std::min(MAX_PROCEDURAL_TEXTURE_CHANNELS, (size_t)_parsedChannels.size());
for (size_t i = 0; i < channelCount; ++i) {
QString url = _parsedChannels.at((int)i).toString();
_channels[i] = textureCache->getTexture(QUrl(url));
size_t channel = 0;
for (; channel < channelCount; ++channel) {
QString url = _parsedChannels.at((int)channel).toString();
_channels[channel] = textureCache->getTexture(QUrl(url));
}
for (; channel < MAX_PROCEDURAL_TEXTURE_CHANNELS; ++channel) {
// Release those textures no longer in use
_channels[channel] = textureCache->getTexture(QUrl());
}
_channelsDirty = true;
@ -149,20 +156,21 @@ bool Procedural::parseTextures(const QJsonArray& channels) {
void Procedural::parse(const QJsonObject& proceduralData) {
_enabled = false;
if (proceduralData.isEmpty()) {
return;
}
auto version = proceduralData[VERSION_KEY];
auto shaderUrl = proceduralData[URL_KEY].toString();
shaderUrl = ResourceManager::normalizeURL(shaderUrl);
auto uniforms = proceduralData[UNIFORMS_KEY].toObject();
auto channels = proceduralData[CHANNELS_KEY].toArray();
if (parseVersion(version) &&
parseUrl(shaderUrl) &&
parseUniforms(uniforms) &&
parseTextures(channels)) {
bool isValid = true;
// Run through parsing regardless of validity to clear old cached resources
isValid = parseVersion(version) && isValid;
isValid = parseUrl(shaderUrl) && isValid;
isValid = parseUniforms(uniforms) && isValid;
isValid = parseTextures(channels) && isValid;
if (!proceduralData.isEmpty() && isValid) {
_enabled = true;
}
}