Atomically call graphics resource destroy function
parent
528fb7ac7c
commit
450b08cbd8
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@ -235,8 +235,6 @@ namespace MoonWorks
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Draw(alpha);
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Draw(alpha);
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accumulatedDrawTime -= FramerateCapTimeSpan;
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accumulatedDrawTime -= FramerateCapTimeSpan;
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GraphicsDevice.FlushEmergencyDisposalQueue();
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}
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}
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}
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}
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@ -355,21 +355,6 @@ namespace MoonWorks.Graphics
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}
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}
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}
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}
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ConcurrentQueue<GraphicsResourceDisposalHandle> emergencyDisposalQueue = new ConcurrentQueue<GraphicsResourceDisposalHandle>();
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internal void RegisterForEmergencyDisposal(GraphicsResourceDisposalHandle handle)
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{
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emergencyDisposalQueue.Enqueue(handle);
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}
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internal void FlushEmergencyDisposalQueue()
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{
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while (emergencyDisposalQueue.TryDequeue(out var handle))
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{
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handle.Dispose(this);
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}
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}
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protected virtual void Dispose(bool disposing)
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protected virtual void Dispose(bool disposing)
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{
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{
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if (!IsDisposed)
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if (!IsDisposed)
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@ -387,11 +372,9 @@ namespace MoonWorks.Graphics
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}
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}
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resources.Clear();
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resources.Clear();
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}
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}
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Refresh.Refresh_DestroyDevice(Handle);
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}
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}
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FlushEmergencyDisposalQueue();
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Refresh.Refresh_DestroyDevice(Handle);
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IsDisposed = true;
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IsDisposed = true;
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}
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}
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@ -1,18 +1,20 @@
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using System;
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using System;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace MoonWorks.Graphics
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namespace MoonWorks.Graphics
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{
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{
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// TODO: give this a Name property for debugging use
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public abstract class GraphicsResource : IDisposable
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public abstract class GraphicsResource : IDisposable
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{
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{
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public GraphicsDevice Device { get; }
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public GraphicsDevice Device { get; }
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public IntPtr Handle { get; internal set; }
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public IntPtr Handle { get => handle; internal set => handle = value; }
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private nint handle;
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public bool IsDisposed { get; private set; }
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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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protected abstract Action<IntPtr, IntPtr> QueueDestroyFunction { get; }
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private GCHandle SelfReference;
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private GCHandle SelfReference;
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protected GraphicsResource(GraphicsDevice device)
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protected GraphicsResource(GraphicsDevice device)
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{
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{
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Device = device;
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Device = device;
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@ -21,26 +23,21 @@ namespace MoonWorks.Graphics
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Device.AddResourceReference(SelfReference);
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Device.AddResourceReference(SelfReference);
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}
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}
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private GraphicsResourceDisposalHandle CreateDisposalHandle()
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{
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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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}
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protected void Dispose(bool disposing)
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protected void Dispose(bool disposing)
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{
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{
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if (!IsDisposed)
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if (!IsDisposed)
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{
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{
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if (Handle != IntPtr.Zero)
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if (disposing)
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{
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{
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QueueDestroyFunction(Device.Handle, Handle);
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Device.RemoveResourceReference(SelfReference);
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Device.RemoveResourceReference(SelfReference);
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SelfReference.Free();
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SelfReference.Free();
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}
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Handle = IntPtr.Zero;
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// Atomically call destroy function in case this is called from the finalizer thread
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var toDispose = Interlocked.Exchange(ref handle, IntPtr.Zero);
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if (toDispose != IntPtr.Zero)
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{
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QueueDestroyFunction(Device.Handle, toDispose);
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}
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}
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IsDisposed = true;
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IsDisposed = true;
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@ -50,20 +47,12 @@ namespace MoonWorks.Graphics
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~GraphicsResource()
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~GraphicsResource()
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{
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{
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#if DEBUG
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#if DEBUG
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// If the graphics device associated with this resource was already disposed, we assume
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// that your game is in the middle of shutting down.
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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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// 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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// We'll try to clean it up for you but you really should fix this.
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Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
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Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
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}
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#endif
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#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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Dispose(false);
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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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}
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}
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public void Dispose()
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public void Dispose()
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@ -1,26 +0,0 @@
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using System;
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namespace MoonWorks.Graphics
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{
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// This allows us to defer native disposal calls from the finalizer thread.
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internal struct GraphicsResourceDisposalHandle
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{
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internal Action<IntPtr, IntPtr> QueueDestroyAction;
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internal IntPtr ResourceHandle;
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public void Dispose(GraphicsDevice device)
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{
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if (device == null)
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{
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throw new ArgumentNullException(nameof(device));
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}
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if (QueueDestroyAction == null)
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{
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return;
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}
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QueueDestroyAction(device.Handle, ResourceHandle);
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}
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}
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}
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