Atomically call graphics resource destroy function

remotes/1734711610904720328/main
cosmonaut 2023-12-08 16:07:38 -08:00
parent 528fb7ac7c
commit 450b08cbd8
4 changed files with 16 additions and 72 deletions

View File

@ -235,8 +235,6 @@ namespace MoonWorks
Draw(alpha);
accumulatedDrawTime -= FramerateCapTimeSpan;
GraphicsDevice.FlushEmergencyDisposalQueue();
}
}

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@ -355,21 +355,6 @@ namespace MoonWorks.Graphics
}
}
ConcurrentQueue<GraphicsResourceDisposalHandle> emergencyDisposalQueue = new ConcurrentQueue<GraphicsResourceDisposalHandle>();
internal void RegisterForEmergencyDisposal(GraphicsResourceDisposalHandle handle)
{
emergencyDisposalQueue.Enqueue(handle);
}
internal void FlushEmergencyDisposalQueue()
{
while (emergencyDisposalQueue.TryDequeue(out var handle))
{
handle.Dispose(this);
}
}
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
@ -387,11 +372,9 @@ namespace MoonWorks.Graphics
}
resources.Clear();
}
Refresh.Refresh_DestroyDevice(Handle);
}
FlushEmergencyDisposalQueue();
Refresh.Refresh_DestroyDevice(Handle);
IsDisposed = true;
}

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@ -1,18 +1,20 @@
using System;
using System.Runtime.InteropServices;
using System.Threading;
namespace MoonWorks.Graphics
{
// TODO: give this a Name property for debugging use
public abstract class GraphicsResource : IDisposable
{
public GraphicsDevice Device { get; }
public IntPtr Handle { get; internal set; }
public IntPtr Handle { get => handle; internal set => handle = value; }
private nint handle;
public bool IsDisposed { get; private set; }
protected abstract Action<IntPtr, IntPtr> QueueDestroyFunction { get; }
private GCHandle SelfReference;
protected GraphicsResource(GraphicsDevice device)
{
Device = device;
@ -21,26 +23,21 @@ namespace MoonWorks.Graphics
Device.AddResourceReference(SelfReference);
}
private GraphicsResourceDisposalHandle CreateDisposalHandle()
{
return new GraphicsResourceDisposalHandle
{
QueueDestroyAction = QueueDestroyFunction,
ResourceHandle = Handle
};
}
protected void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (Handle != IntPtr.Zero)
if (disposing)
{
QueueDestroyFunction(Device.Handle, Handle);
Device.RemoveResourceReference(SelfReference);
SelfReference.Free();
}
Handle = IntPtr.Zero;
// 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);
}
IsDisposed = true;
@ -50,20 +47,12 @@ namespace MoonWorks.Graphics
~GraphicsResource()
{
#if DEBUG
// If the graphics device associated with this resource was already disposed, we assume
// that your game is in the middle of shutting down.
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($"A resource of type {GetType().Name} was not Disposed.");
}
// If you see this log message, you leaked a graphics resource without disposing it!
// We'll try to clean it up for you but you really should fix this.
Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
#endif
// 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());
Dispose(false);
}
public void Dispose()

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@ -1,26 +0,0 @@
using System;
namespace MoonWorks.Graphics
{
// This allows us to defer native disposal calls from the finalizer thread.
internal struct GraphicsResourceDisposalHandle
{
internal Action<IntPtr, IntPtr> QueueDestroyAction;
internal IntPtr ResourceHandle;
public void Dispose(GraphicsDevice device)
{
if (device == null)
{
throw new ArgumentNullException(nameof(device));
}
if (QueueDestroyAction == null)
{
return;
}
QueueDestroyAction(device.Handle, ResourceHandle);
}
}
}