forked from MoonsideGames/MoonWorks
465 lines
12 KiB
C#
465 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.InteropServices;
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using MoonWorks.Video;
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using RefreshCS;
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using WellspringCS;
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namespace MoonWorks.Graphics
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{
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/// <summary>
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/// GraphicsDevice manages all graphics-related concerns.
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/// </summary>
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public class GraphicsDevice : IDisposable
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{
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public IntPtr Handle { get; }
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public Backend Backend { get; }
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private uint windowFlags;
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public SDL2.SDL.SDL_WindowFlags WindowFlags => (SDL2.SDL.SDL_WindowFlags) windowFlags;
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// Built-in video pipeline
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internal GraphicsPipeline VideoPipeline { get; }
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// Built-in text shader info
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public GraphicsShaderInfo TextVertexShaderInfo { get; }
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public GraphicsShaderInfo TextFragmentShaderInfo { get; }
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public VertexInputState TextVertexInputState { get; }
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// Built-in samplers
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public Sampler PointSampler { get; }
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public Sampler LinearSampler { get; }
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public bool IsDisposed { get; private set; }
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private readonly HashSet<GCHandle> resources = new HashSet<GCHandle>();
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private FencePool FencePool;
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internal GraphicsDevice(
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Backend preferredBackend,
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bool debugMode
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) {
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Backend = (Backend) Refresh.Refresh_SelectBackend((Refresh.Backend) preferredBackend, out windowFlags);
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if (Backend == Backend.Invalid)
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{
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throw new System.Exception("Could not set graphics backend!");
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}
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Handle = Refresh.Refresh_CreateDevice(
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Conversions.BoolToByte(debugMode)
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);
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// TODO: check for CreateDevice fail
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// Check for replacement stock shaders
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string basePath = System.AppContext.BaseDirectory;
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string videoVertPath = Path.Combine(basePath, "video_fullscreen.vert.refresh");
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string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.frag.refresh");
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string textVertPath = Path.Combine(basePath, "text_transform.vert.refresh");
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string textFragPath = Path.Combine(basePath, "text_msdf.frag.refresh");
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ShaderModule videoVertShader;
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ShaderModule videoFragShader;
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ShaderModule textVertShader;
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ShaderModule textFragShader;
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if (File.Exists(videoVertPath) && File.Exists(videoFragPath))
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{
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videoVertShader = new ShaderModule(this, videoVertPath);
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videoFragShader = new ShaderModule(this, videoFragPath);
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}
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else
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{
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// use defaults
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var assembly = typeof(GraphicsDevice).Assembly;
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using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoFullscreen.vert.refresh");
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using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh");
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videoVertShader = new ShaderModule(this, vertStream);
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videoFragShader = new ShaderModule(this, fragStream);
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}
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if (File.Exists(textVertPath) && File.Exists(textFragPath))
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{
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textVertShader = new ShaderModule(this, textVertPath);
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textFragShader = new ShaderModule(this, textFragPath);
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}
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else
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{
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// use defaults
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var assembly = typeof(GraphicsDevice).Assembly;
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using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh");
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using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh");
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textVertShader = new ShaderModule(this, vertStream);
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textFragShader = new ShaderModule(this, fragStream);
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}
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VideoPipeline = new GraphicsPipeline(
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this,
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new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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new ColorAttachmentDescription(
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TextureFormat.R8G8B8A8,
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ColorAttachmentBlendState.None
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)
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),
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DepthStencilState = DepthStencilState.Disable,
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VertexShaderInfo = GraphicsShaderInfo.Create(
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videoVertShader,
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"main",
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0
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),
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FragmentShaderInfo = GraphicsShaderInfo.Create(
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videoFragShader,
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"main",
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3
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),
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VertexInputState = VertexInputState.Empty,
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RasterizerState = RasterizerState.CCW_CullNone,
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PrimitiveType = PrimitiveType.TriangleList,
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MultisampleState = MultisampleState.None
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}
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);
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TextVertexShaderInfo = GraphicsShaderInfo.Create<Math.Float.Matrix4x4>(textVertShader, "main", 0);
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TextFragmentShaderInfo = GraphicsShaderInfo.Create<float>(textFragShader, "main", 1);
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TextVertexInputState = VertexInputState.CreateSingleBinding<Font.Vertex>();
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PointSampler = new Sampler(this, SamplerCreateInfo.PointClamp);
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LinearSampler = new Sampler(this, SamplerCreateInfo.LinearClamp);
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FencePool = new FencePool(this);
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}
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/// <summary>
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/// Prepares a window so that frames can be presented to it.
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/// </summary>
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/// <param name="presentMode">The desired presentation mode for the window. Roughly equivalent to V-Sync.</param>
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/// <returns>True if successfully claimed.</returns>
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public bool ClaimWindow(Window window, PresentMode presentMode)
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{
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if (window.Claimed)
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{
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Logger.LogError("Window already claimed!");
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return false;
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}
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var success = Conversions.ByteToBool(
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Refresh.Refresh_ClaimWindow(
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Handle,
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window.Handle,
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(Refresh.PresentMode) presentMode
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)
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);
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if (success)
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{
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window.Claimed = true;
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window.SwapchainFormat = GetSwapchainFormat(window);
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if (window.SwapchainTexture == null)
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{
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window.SwapchainTexture = new Texture(this);
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}
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}
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return success;
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}
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/// <summary>
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/// Unclaims a window, making it unavailable for presenting and freeing associated resources.
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/// </summary>
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public void UnclaimWindow(Window window)
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{
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if (window.Claimed)
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{
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Refresh.Refresh_UnclaimWindow(
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Handle,
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window.Handle
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);
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window.Claimed = false;
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// The swapchain texture doesn't actually have a permanent texture reference, so we zero the handle before disposing.
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window.SwapchainTexture.Handle = IntPtr.Zero;
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window.SwapchainTexture.Dispose();
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window.SwapchainTexture = null;
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}
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}
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/// <summary>
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/// Changes the present mode of a claimed window. Does nothing if the window is not claimed.
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/// </summary>
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/// <param name="window"></param>
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/// <param name="presentMode"></param>
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public void SetPresentMode(Window window, PresentMode presentMode)
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{
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if (!window.Claimed)
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{
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Logger.LogError("Cannot set present mode on unclaimed window!");
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return;
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}
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Refresh.Refresh_SetSwapchainPresentMode(
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Handle,
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window.Handle,
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(Refresh.PresentMode) presentMode
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);
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}
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/// <summary>
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/// Acquires a command buffer.
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/// This is the start of your rendering process.
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/// </summary>
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/// <returns></returns>
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public CommandBuffer AcquireCommandBuffer()
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{
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return new CommandBuffer(this, Refresh.Refresh_AcquireCommandBuffer(Handle));
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}
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/// <summary>
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/// Submits a command buffer to the GPU for processing.
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/// </summary>
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public void Submit(CommandBuffer commandBuffer)
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{
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Refresh.Refresh_Submit(
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Handle,
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commandBuffer.Handle
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);
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}
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/// <summary>
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/// Submits a command buffer to the GPU for processing and acquires a fence associated with the submission.
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/// </summary>
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/// <returns></returns>
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public Fence SubmitAndAcquireFence(CommandBuffer commandBuffer)
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{
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var fenceHandle = Refresh.Refresh_SubmitAndAcquireFence(
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Handle,
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commandBuffer.Handle
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);
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var fence = FencePool.Obtain();
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fence.SetHandle(fenceHandle);
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return fence;
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}
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/// <summary>
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/// Wait for the graphics device to become idle.
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/// </summary>
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public void Wait()
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{
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Refresh.Refresh_Wait(Handle);
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}
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/// <summary>
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/// Waits for the given fence to become signaled.
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/// </summary>
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public unsafe void WaitForFences(Fence fence)
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{
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var handlePtr = stackalloc nint[1];
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handlePtr[0] = fence.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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1,
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1,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Wait for one or more fences to become signaled.
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/// </summary>
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/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(
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Fence fenceOne,
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Fence fenceTwo,
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bool waitAll
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) {
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var handlePtr = stackalloc nint[2];
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handlePtr[0] = fenceOne.Handle;
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handlePtr[1] = fenceTwo.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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2,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Wait for one or more fences to become signaled.
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/// </summary>
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/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(
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Fence fenceOne,
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Fence fenceTwo,
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Fence fenceThree,
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bool waitAll
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) {
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var handlePtr = stackalloc nint[3];
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handlePtr[0] = fenceOne.Handle;
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handlePtr[1] = fenceTwo.Handle;
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handlePtr[2] = fenceThree.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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3,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Wait for one or more fences to become signaled.
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/// </summary>
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/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(
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Fence fenceOne,
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Fence fenceTwo,
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Fence fenceThree,
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Fence fenceFour,
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bool waitAll
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) {
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var handlePtr = stackalloc nint[4];
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handlePtr[0] = fenceOne.Handle;
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handlePtr[1] = fenceTwo.Handle;
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handlePtr[2] = fenceThree.Handle;
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handlePtr[3] = fenceFour.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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4,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Wait for one or more fences to become signaled.
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/// </summary>
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/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(Fence[] fences, bool waitAll)
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{
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var handlePtr = stackalloc nint[fences.Length];
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for (var i = 0; i < fences.Length; i += 1)
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{
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handlePtr[i] = fences[i].Handle;
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}
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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4,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Returns true if the fence is signaled, indicating that the associated command buffer has finished processing.
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/// </summary>
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/// <exception cref="InvalidOperationException">Throws if the fence query indicates that the graphics device has been lost.</exception>
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public bool QueryFence(Fence fence)
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{
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var result = Refresh.Refresh_QueryFence(Handle, fence.Handle);
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if (result < 0)
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{
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throw new InvalidOperationException("The graphics device has been lost.");
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}
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return result != 0;
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}
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/// <summary>
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/// Release reference to an acquired fence, enabling it to be reused.
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/// </summary>
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public void ReleaseFence(Fence fence)
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{
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Refresh.Refresh_ReleaseFence(Handle, fence.Handle);
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fence.Handle = IntPtr.Zero;
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FencePool.Return(fence);
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}
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private TextureFormat GetSwapchainFormat(Window window)
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{
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return (TextureFormat) Refresh.Refresh_GetSwapchainFormat(Handle, window.Handle);
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}
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internal void AddResourceReference(GCHandle resourceReference)
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{
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lock (resources)
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{
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resources.Add(resourceReference);
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}
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}
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internal void RemoveResourceReference(GCHandle resourceReference)
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{
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lock (resources)
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{
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resources.Remove(resourceReference);
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}
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}
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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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if (disposing)
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{
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lock (resources)
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{
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// Dispose video players first to avoid race condition on threaded decoding
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foreach (var resource in resources)
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{
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if (resource.Target is VideoPlayer player)
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{
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player.Dispose();
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}
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}
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// Dispose everything else
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foreach (var resource in resources)
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{
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if (resource.Target is IDisposable disposable)
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{
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disposable.Dispose();
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}
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}
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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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IsDisposed = true;
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}
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}
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~GraphicsDevice()
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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: false);
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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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