MoonWorks/src/Graphics/GraphicsResource.cs

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using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Graphics
{
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public abstract class GraphicsResource : IDisposable
{
public GraphicsDevice Device { get; }
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public IntPtr Handle { get; internal set; }
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public bool IsDisposed { get; private set; }
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protected abstract Action<IntPtr, IntPtr> QueueDestroyFunction { get; }
internal GCHandle selfReference;
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public GraphicsResource(GraphicsDevice device, bool trackResource = true)
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{
Device = device;
selfReference = GCHandle.Alloc(this, GCHandleType.Weak);
Device.AddResourceReference(selfReference);
}
internal GraphicsResourceDisposalHandle CreateDisposalHandle()
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{
return new GraphicsResourceDisposalHandle
{
QueueDestroyAction = QueueDestroyFunction,
ResourceHandle = Handle
};
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}
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protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (Handle != IntPtr.Zero)
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{
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QueueDestroyFunction(Device.Handle, Handle);
Device.RemoveResourceReference(selfReference);
selfReference.Free();
Handle = IntPtr.Zero;
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}
IsDisposed = true;
}
}
~GraphicsResource()
{
#if DEBUG
if (!IsDisposed && Device != null && !Device.IsDisposed)
{
// If you see this log message, you leaked a graphics resource without disposing it!
// This means your game may eventually run out of native memory for mysterious reasons.
Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
}
#endif
// While we only log in debug builds, in both debug and release builds we want to free
// any native resources associated with this object at the earliest opportunity.
// This will at least prevent you from running out of memory rapidly.
Device.RegisterForEmergencyDisposal(CreateDisposalHandle());
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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);
}
}
}