2021-01-20 03:33:27 +00:00
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using System;
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namespace MoonWorks.Graphics
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{
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2022-02-23 05:14:32 +00:00
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public abstract class GraphicsResource : IDisposable
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{
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public GraphicsDevice Device { get; }
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2022-12-13 08:52:35 +00:00
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public IntPtr Handle { get; internal set; }
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2021-01-20 03:33:27 +00:00
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2022-02-23 05:14:32 +00:00
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public bool IsDisposed { get; private set; }
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2022-03-04 01:16:39 +00:00
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protected abstract Action<IntPtr, IntPtr> QueueDestroyFunction { get; }
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2021-01-20 03:33:27 +00:00
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2023-03-07 23:28:57 +00:00
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internal WeakReference<GraphicsResource> weakReference;
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2021-01-27 05:06:15 +00:00
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2022-03-02 07:21:42 +00:00
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public GraphicsResource(GraphicsDevice device, bool trackResource = true)
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2022-02-23 05:14:32 +00:00
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{
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Device = device;
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2021-01-27 05:06:15 +00:00
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2023-10-04 21:45:17 +00:00
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weakReference = new WeakReference<GraphicsResource>(this);
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Device.AddResourceReference(weakReference);
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}
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internal GraphicsResourceDisposalHandle CreateDisposalHandle()
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2022-03-02 07:21:42 +00:00
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{
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2023-10-04 21:45:17 +00:00
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return new GraphicsResourceDisposalHandle
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{
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QueueDestroyAction = QueueDestroyFunction,
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ResourceHandle = Handle
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};
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2022-02-23 05:14:32 +00:00
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}
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2021-01-20 03:33:27 +00:00
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2022-02-23 05:14:32 +00:00
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protected virtual void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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2023-10-04 21:45:17 +00:00
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if (Handle != IntPtr.Zero)
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2022-02-23 05:14:32 +00:00
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{
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2022-03-04 01:16:39 +00:00
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QueueDestroyFunction(Device.Handle, Handle);
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2023-03-07 23:28:57 +00:00
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Device.RemoveResourceReference(weakReference);
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2023-05-12 00:56:40 +00:00
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weakReference.SetTarget(null);
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2023-10-04 21:45:17 +00:00
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2023-03-07 23:28:57 +00:00
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weakReference = null;
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2023-10-04 21:45:17 +00:00
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Handle = IntPtr.Zero;
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2022-02-23 05:14:32 +00:00
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}
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IsDisposed = true;
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}
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}
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~GraphicsResource()
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{
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2023-10-04 21:45:17 +00:00
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#if DEBUG
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if (!IsDisposed && Device != null && !Device.IsDisposed)
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{
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// If you see this log message, you leaked a graphics resource without disposing it!
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// This means your game may eventually run out of native memory for mysterious reasons.
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Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
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}
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#endif
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// While we only log in debug builds, in both debug and release builds we want to free
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// any native resources associated with this object at the earliest opportunity.
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// This will at least prevent you from running out of memory rapidly.
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Device.RegisterForEmergencyDisposal(CreateDisposalHandle());
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2022-02-23 05:14:32 +00:00
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}
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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}
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2021-01-20 03:33:27 +00:00
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}
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