MoonWorks/src/Graphics/GraphicsResource.cs

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C#
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using System;
using System.Runtime.InteropServices;
using System.Threading;
namespace MoonWorks.Graphics
{
// TODO: give this a Name property for debugging use
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public abstract class GraphicsResource : IDisposable
{
public GraphicsDevice Device { get; }
public IntPtr Handle { get => handle; internal set => handle = value; }
private nint handle;
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public bool IsDisposed { get; private set; }
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protected abstract Action<IntPtr, IntPtr> QueueDestroyFunction { get; }
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private GCHandle SelfReference;
protected GraphicsResource(GraphicsDevice device)
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{
Device = device;
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SelfReference = GCHandle.Alloc(this, GCHandleType.Weak);
Device.AddResourceReference(SelfReference);
}
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protected void Dispose(bool disposing)
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{
if (!IsDisposed)
{
if (disposing)
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{
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Device.RemoveResourceReference(SelfReference);
SelfReference.Free();
}
// Atomically call destroy function in case this is called from the finalizer thread
var toDispose = Interlocked.Exchange(ref handle, IntPtr.Zero);
if (toDispose != IntPtr.Zero)
{
QueueDestroyFunction(Device.Handle, toDispose);
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}
IsDisposed = true;
}
}
~GraphicsResource()
{
#if DEBUG
// If you see this log message, you leaked a graphics resource without disposing it!
// We'll try to clean it up for you but you really should fix this.
Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
#endif
Dispose(false);
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}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}