77 lines
2.1 KiB
C#
77 lines
2.1 KiB
C#
using System;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Graphics
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{
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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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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; }
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private GCHandle SelfReference;
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protected GraphicsResource(GraphicsDevice device)
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{
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Device = device;
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SelfReference = GCHandle.Alloc(this, GCHandleType.Weak);
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Device.AddResourceReference(SelfReference);
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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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{
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if (!IsDisposed)
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{
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if (Handle != IntPtr.Zero)
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{
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QueueDestroyFunction(Device.Handle, Handle);
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Device.RemoveResourceReference(SelfReference);
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SelfReference.Free();
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Handle = IntPtr.Zero;
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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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#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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// 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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}
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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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}
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