Actually fix image locking issues.

This commit is contained in:
Relintai 2021-12-12 18:16:47 +01:00
parent 17955723c3
commit 16172e9020

View File

@ -1782,6 +1782,9 @@ Vector<Vector<Ref<Texture>>> RTileSet::generate_terrains_icons(Size2i p_size) {
for (int terrain = 0; terrain < get_terrains_count(terrain_set); terrain++) {
Ref<Image> image;
image.instance();
if (counts[terrain_set][terrain].count > 0) {
// Get the best tile.
Ref<Texture> texture = counts[terrain_set][terrain].texture;
@ -1791,8 +1794,11 @@ Vector<Vector<Ref<Texture>>> RTileSet::generate_terrains_icons(Size2i p_size) {
image->resize(p_size.x, p_size.y, Image::INTERPOLATE_NEAREST);
} else {
image->create(1, 1, false, Image::FORMAT_RGBA8);
image->lock();
image->set_pixel(0, 0, get_terrain_color(terrain_set, terrain));
image->unlock();
}
Ref<ImageTexture> icon;
icon.instance();
icon->create_from_image(image);
@ -4539,7 +4545,6 @@ void RTileSetAtlasSource::_update_padded_texture() {
Ref<Image> image;
image.instance();
image->create(size.x, size.y, false, Image::FORMAT_RGBA8);
image->lock();
for (const Map<Vector2i, TileAlternativesData>::Element *kv = tiles.front(); kv; kv = kv->next()) {
for (int frame = 0; frame < (int)kv->value().animation_frames_durations.size(); frame++) {
@ -4562,15 +4567,17 @@ void RTileSetAtlasSource::_update_padded_texture() {
image->blit_rect(*src, left_src_rect, base_pos + Vector2i(-1, 0));
image->blit_rect(*src, right_src_rect, base_pos + Vector2i(src_rect.size.x, 0));
src->lock();
image->lock();
image->set_pixelv(base_pos + Vector2i(-1, -1), src->get_pixelv(src_rect.position));
image->set_pixelv(base_pos + Vector2i(src_rect.size.x, -1), src->get_pixelv(src_rect.position + Vector2i(src_rect.size.x - 1, 0)));
image->set_pixelv(base_pos + Vector2i(-1, src_rect.size.y), src->get_pixelv(src_rect.position + Vector2i(0, src_rect.size.y - 1)));
image->set_pixelv(base_pos + Vector2i(src_rect.size.x, src_rect.size.y), src->get_pixelv(src_rect.position + Vector2i(src_rect.size.x - 1, src_rect.size.y - 1)));
image->unlock();
src->unlock();
}
}
image->unlock();
if (!padded_texture.is_valid()) {
padded_texture.instance();
}