Esempio n. 1
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        public void Dispose()
        {
            outputPipeline.Dispose();
            outputColorPipeline.Dispose();
            glyphPipeline.Dispose();

            textPropertiesSet.Dispose();
            textTextureSet.Dispose();
            dummyTextureSet.Dispose();

            foreach (var shader in glyphShaders)
            {
                shader.Dispose();
            }

            foreach (var shader in textShaders)
            {
                shader.Dispose();
            }

            glyphTexture.Dispose();
            glyphTextureView.Dispose();
            glyphTextureFramebuffer.Dispose();
            dummyTexture.Dispose();
            dummyTextureView.Dispose();

            glyphVertexBuffer.Dispose();
            quadVertexBuffer.Dispose();
            textVertexPropertiesBuffer.Dispose();
            textFragmentPropertiesBuffer.Dispose();
        }
Esempio n. 2
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 protected override void DisposeManaged()
 {
     base.DisposeManaged();
     foreach (var binding in Bindings)
     {
         binding.Dispose();
     }
     resourceSet?.Dispose();
 }
Esempio n. 3
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        private void RecreateWindowFramebuffers(CommandList cl)
        {
            MainWindowColorTexture?.Dispose();
            MainWindowFramebuffer?.Dispose();
            MainWindowResourceSet?.Dispose();

            var factory = _gd.ResourceFactory;

            _gd.GetPixelFormatSupport(
                PixelFormat.R8_G8_B8_A8_UNorm,
                TextureType.Texture2D,
                TextureUsage.RenderTarget,
                out PixelFormatProperties properties);

            TextureDescription mainColorDesc = TextureDescription.Texture2D(
                _gd.SwapchainFramebuffer.Width,
                _gd.SwapchainFramebuffer.Height,
                1,
                1,
                PixelFormat.R8_G8_B8_A8_UNorm,
                TextureUsage.RenderTarget | TextureUsage.Sampled,
                TextureSampleCount.Count1);

            MainWindowColorTexture = factory.CreateTexture(ref mainColorDesc);
            MainWindowFramebuffer  = factory.CreateFramebuffer(new FramebufferDescription(null, MainWindowColorTexture));
            //MainWindowResourceSet = factory.CreateResourceSet(new ResourceSetDescription(TextureSamplerResourceLayout, MainWindowResolvedColorView, _gd.PointSampler));
        }
Esempio n. 4
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        public void Dispose_ResourceSet()
        {
            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("InfoBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                new ResourceLayoutElementDescription("Ortho", ResourceKind.UniformBuffer, ShaderStages.Vertex)));

            DeviceBuffer ub0 = RF.CreateBuffer(new BufferDescription(256, BufferUsage.UniformBuffer));
            DeviceBuffer ub1 = RF.CreateBuffer(new BufferDescription(256, BufferUsage.UniformBuffer));

            ResourceSet rs = RF.CreateResourceSet(new ResourceSetDescription(layout, ub0, ub1));

            rs.Dispose();
            Assert.True(rs.IsDisposed);
            Assert.False(ub0.IsDisposed);
            Assert.False(ub1.IsDisposed);
            Assert.False(layout.IsDisposed);
            layout.Dispose();
            Assert.True(layout.IsDisposed);
            Assert.False(ub0.IsDisposed);
            Assert.False(ub1.IsDisposed);
            ub0.Dispose();
            Assert.True(ub0.IsDisposed);
            ub1.Dispose();
            Assert.True(ub1.IsDisposed);
        }
Esempio n. 5
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        public Building(RgbaFloat color) : base("Building")
        {
            Resources.OnInitialize = (factory, device) => {
                _model.Buffer.Initialize(factory, device);
                _color = new UniformColor(color);
                _color.Buffer.Initialize(factory, device);

                ResourceLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                  new ResourceLayoutElementDescription[]
                {
                    UniformModelTransformation.ResourceLayout,
                    UniformViewProjection.ResourceLayout,
                    _color.LayoutDescription
                }
                                                                  ));

                ResourceSet = factory.CreateResourceSet(new ResourceSetDescription(
                                                            ResourceLayout,
                                                            _model.Buffer.DeviceBuffer,
                                                            CameraViewProjection.DeviceBuffer,
                                                            _color.Buffer.DeviceBuffer
                                                            ));
            };
            Resources.OnDispose = () => {
                _color.Buffer.Dispose();
                ResourceLayout.Dispose();
                ResourceSet.Dispose();
            };
        }
Esempio n. 6
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        /// <summary>
        /// Função pra iterar sob os Resources e seus respectivos arquivos a serem minificados
        /// </summary>
        /// <param name="FileContentSB">StringBuilder esperado para mudança de estados, concatenação com os conteúdos minificados</param>
        internal void IterateOnResourceRepository(ref StringBuilder fileContentSB)
        {
            ResourceSet resourceSet = null;

            global::System.Resources.ResourceManager[] ResourceManagerArray = new global::System.Resources.ResourceManager[] { };
            try
            {
                ResourceManagerArray = this._resourceManager.ToArray();
                DictionaryEntry[] filesAndContents = null;
                for (int i = 0; i < ResourceManagerArray.Length; i++)
                {
                    filesAndContents = new DictionaryEntry[] { };
                    resourceSet      = ResourceManagerArray[i].GetResourceSet(CultureInfo.CurrentUICulture, true, true);
                    filesAndContents = resourceSet.OfType <DictionaryEntry>().OrderBy(x => x.Key).ToArray();
                    for (int j = 0; j < filesAndContents.Length; j++)
                    {
                        _minifiedOperations.ConcatenateAndMinifieContent(ref fileContentSB, filesAndContents[j].Value.ToString(), true);
                    }
                }
            }
            catch (Exception ex)
            {
                throw new Exception("Falha durante acesso ao arquivo de Resources.", ex);
            }
            finally
            {
                if (null != resourceSet)
                {
                    resourceSet.Dispose();
                }
            }
        }
Esempio n. 7
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        public Surface() : base("UI Surface")
        {
            Resources.OnInitialize += (_, e) => {
                _device = e.GraphicsDevice;

                _size = new Size(
                    (int)_device.SwapchainFramebuffer.Width,
                    (int)_device.SwapchainFramebuffer.Height
                    );

                _sampler = _device.LinearSampler;

                ResourceLayout = e.ResourceFactory.CreateResourceLayout(
                    new ResourceLayoutDescription(
                        new ResourceLayoutElementDescription(
                            "SurfaceTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                        new ResourceLayoutElementDescription(
                            "SurfaceSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

                CreateTexture();
            };
            Resources.OnDispose += (_, __) => {
                _textureView.Dispose();
                _texture.Dispose();
                ResourceSet.Dispose();
            };
        }
Esempio n. 8
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        public void GetStream_ResourceSet_Disposed()
        {
            Thread.CurrentThread.CurrentUICulture = CultureInfo.InvariantCulture;
            ResourceManager rm = ResourceManager.
                                 CreateFileBasedResourceManager("StreamTest", "Test/resources", null);
            ResourceSet rs = rm.GetResourceSet(new CultureInfo("ja-JP"),
                                               true, true);

            rs.Dispose();

            try
            {
                rm.GetStream("test", new CultureInfo("ja-JP"));
                Assert.Fail("#1");
            }
            catch (ObjectDisposedException ex)
            {
                // Cannot access a closed resource set
                Assert.AreEqual(typeof(ObjectDisposedException), ex.GetType(), "#2");
                Assert.IsNull(ex.InnerException, "#3");
                Assert.IsNotNull(ex.Message, "#4");
            }
            finally
            {
                rm.ReleaseAllResources();
            }
        }
Esempio n. 9
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        private void CreateWindowSizedResources(ResourceFactory factory)
        {
            _computeTargetTexture?.Dispose();
            _computeTargetTextureView?.Dispose();
            _computeResourceSet?.Dispose();
            _graphicsResourceSet?.Dispose();

            _computeTargetTexture = factory.CreateTexture(TextureDescription.Texture2D(
                                                              (uint)_window.Width,
                                                              (uint)_window.Height,
                                                              1,
                                                              1,
                                                              PixelFormat.R32_G32_B32_A32_Float,
                                                              TextureUsage.Sampled | TextureUsage.Storage));

            _computeTargetTextureView = factory.CreateTextureView(_computeTargetTexture);

            _computeResourceSet = factory.CreateResourceSet(new ResourceSetDescription(
                                                                _computeLayout,
                                                                _computeTargetTextureView,
                                                                _screenSizeBuffer,
                                                                _shiftBuffer));

            _graphicsResourceSet = factory.CreateResourceSet(new ResourceSetDescription(
                                                                 _graphicsLayout,
                                                                 _computeTargetTextureView,
                                                                 _computeTargetTextureView,
                                                                 _computeTargetTextureView,
                                                                 _gd.PointSampler));
        }
Esempio n. 10
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        private void Resize(RenderContext context)
        {
            var vpw = Math.Max(1, _viewport.Width);
            var vph = Math.Max(1, _viewport.Height);

            if (_bitmap != null && vpw == _width && vph == _height)
            {
                return;
            }

            _width  = vpw;
            _height = vph;

            _set?.Dispose();
            _view?.Dispose();
            _texture?.Dispose();
            _bitmap?.Dispose();

            _bitmap  = new Bitmap(_width, _height, PixelFormat.Format32bppArgb);
            _texture = context.Device.ResourceFactory.CreateTexture(TextureDescription.Texture2D(
                                                                        (uint)_width, (uint)_height, 1, 1,
                                                                        Veldrid.PixelFormat.B8_G8_R8_A8_UNorm,
                                                                        TextureUsage.Sampled
                                                                        ));
            _view = context.Device.ResourceFactory.CreateTextureView(_texture);
            _set  = context.Device.ResourceFactory.CreateResourceSet(new ResourceSetDescription(
                                                                         context.ResourceLoader.TextureLayout, _view, context.ResourceLoader.OverlaySampler
                                                                         ));
        }
Esempio n. 11
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        public void GetString_ResourceSet_Disposed()
        {
            Thread.CurrentThread.CurrentUICulture = new CultureInfo("de");
            ResourceManager rm = ResourceManager.
                                 CreateFileBasedResourceManager("MyResources", "Test/resources", null);
            ResourceSet rs = rm.GetResourceSet(new CultureInfo("de"),
                                               true, true);

            rs.Dispose();

            try {
                rm.GetString("deHelloWorld");
                Assert.Fail("#1");
#if NET_2_0
            } catch (ObjectDisposedException ex) {
                // Cannot access a closed resource set
                Assert.AreEqual(typeof(ObjectDisposedException), ex.GetType(), "#2");
                Assert.IsNull(ex.InnerException, "#3");
                Assert.IsNotNull(ex.Message, "#4");
#else
            } catch (InvalidOperationException ex) {
                // ResourceSet is closed
                Assert.AreEqual(typeof(InvalidOperationException), ex.GetType(), "#2");
                Assert.IsNull(ex.InnerException, "#3");
                Assert.IsNotNull(ex.Message, "#4");
#endif
            } finally {
                rm.ReleaseAllResources();
            }
        }
Esempio n. 12
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        internal static void smethod_0(ResourceManager resourceManager_0)
        {
            ResourceSet set = null;

            try
            {
                set = resourceManager_0.GetResourceSet(CultureInfo.CurrentCulture, true, true);
                IDictionaryEnumerator enumerator = set.GetEnumerator();
                while (enumerator.MoveNext())
                {
                    dictionary_0[enumerator.Key.ToString()] = enumerator.Value;
                }
            }
            catch (Exception exception)
            {
                ilog_0.Error("加载资源文件异常:" + resourceManager_0.BaseName, exception);
            }
            finally
            {
                if (resourceManager_0 != null)
                {
                    resourceManager_0.ReleaseAllResources();
                }
                if (set != null)
                {
                    set.Dispose();
                }
            }
        }
Esempio n. 13
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 public void Dispose()
 {
     _rs.Dispose();
     if (_ownsFramebuffer)
     {
         _fb.Dispose();
     }
 }
Esempio n. 14
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 private void Dispose()
 {
     graphicsPipeline.Dispose();
     graphicsSet.Dispose();
     textureView.Dispose();
     transferTexture.Dispose();
     commandList.Dispose();
 }
 public void DisposeOfGpuResources()
 {
     _pipeline?.Dispose();
     _weightsAndOffsetsDeviceBuffer?.Dispose();
     _weightsAndOffsetsResourceSet?.Dispose();
     _gaussianFactorsUniformBlockBuffer?.Dispose();
     _gaussianFactorsUniformBlockResourceSet?.Dispose();
 }
 public void Dispose()
 {
     _projectionResourceSet?.Dispose();
     _projectionBuffer?.Dispose();
     _pipeline?.Dispose();
     _vertex?.Dispose();
     _fragment?.Dispose();
 }
Esempio n. 17
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 public void Dispose()
 {
     _rl.Dispose();
     _pipeline.Dispose();
     _sampleRegionUB.Dispose();
     _sampleRegionSet.Dispose();
     _sampleRegionLayout.Dispose();
 }
        public void Dispose()
        {
            Lightmap.Dispose();

            for (var i = 0; i < Textures.Length; ++i)
            {
                Textures[i].Dispose();
            }
        }
Esempio n. 19
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        protected override void Dispose(bool disposing)
        {
            base.Dispose(disposing);

            if (disposing)
            {
                _worldTextureResourceSet.Dispose();
                Owner.Game.Renderer.RemoveSprite(this);
            }
        }
Esempio n. 20
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        //调整其子界面的大小
        public void ResizeWindow(uint width, uint height)
        {
            lock (BitmapLock)
            {
                //触发host的resize
                _windowsHeight = height;
                _windowsWidth  = width;
                if (_host != null)
                {
                    _host.WasResized();
                }
                //同时重建渲染管线
                if (_screenPipeline != null)
                {
                    _screenPipeline.Dispose();
                }
                if (_textureView != null)
                {
                    _textureView.Dispose();
                }
                if (_texture != null)
                {
                    _texture.Dispose();
                }
                if (_screenResourceSet != null)
                {
                    _screenResourceSet.Dispose();
                }


                _texture     = _gd.ResourceFactory.CreateTexture(TextureDescription.Texture2D((uint)_windowsWidth, (uint)_windowsHeight, 1, 1, PixelFormat.B8_G8_R8_A8_UNorm, TextureUsage.Sampled));
                _textureView = _gd.ResourceFactory.CreateTextureView(_texture);

                //重建resourceSet
                _screenResourceSet = _gd.ResourceFactory.CreateResourceSet(new ResourceSetDescription(
                                                                               _screenResourceLayout,
                                                                               _textureView,
                                                                               _gd.Aniso4xSampler
                                                                               ));

                var rasterizer = RasterizerStateDescription.Default;
                rasterizer.FillMode  = PolygonFillMode.Solid;
                rasterizer.FrontFace = FrontFace.CounterClockwise;
                rasterizer.CullMode  = FaceCullMode.Front;
                _screenPipeline      = _gd.ResourceFactory.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                                      BlendStateDescription.SingleOverrideBlend,
                                                                                      DepthStencilStateDescription.DepthOnlyLessEqual,
                                                                                      rasterizer,
                                                                                      PrimitiveTopology.TriangleList,
                                                                                      _shaderset,
                                                                                      //共享View和prj的buffer
                                                                                      new ResourceLayout[] { _screenResourceLayout },
                                                                                      _gd.MainSwapchain.Framebuffer.OutputDescription));
            }
        }
Esempio n. 21
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        public void GetString_ResourceSet_Disposed()
        {
            ResourceManager rm = ResourceManager.
                                 CreateFileBasedResourceManager("MyResources", TestResourceHelper.GetFullPathOfResource("Test/resources"), null);
            ResourceSet rs = rm.GetResourceSet(new CultureInfo("de"),
                                               true, true);

            rs.Dispose();

            Assert.IsNull(rm.GetString("deHelloWorld"));
            rm.ReleaseAllResources();
        }
Esempio n. 22
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        public void DestroyResources()
        {
            _transformsResourceSet?.Dispose();
            _transformsBuffer?.Dispose();
            _frozenTransformsResourceSet?.Dispose();
            _frozenTransformsBuffer?.Dispose();

            _transformsResourceSet       = null;
            _transformsBuffer            = null;
            _frozenTransformsResourceSet = null;
            _frozenTransformsBuffer      = null;
        }
Esempio n. 23
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        protected override void Dispose(bool disposeManagedResources)
        {
            base.Dispose(disposeManagedResources);

            ResourceSet.Dispose();
            ResourceSet = null;
            TextureLayout.Dispose();
            TextureLayout = null;
            ProjectionBuffer.Dispose();
            ProjectionBuffer = null;
            WorldBuffer.Dispose();
            WorldBuffer = null;
        }
Esempio n. 24
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        public void Dispose()
        {
            foreach (IDisposable disposable in _disposables)
            {
                disposable.Dispose();
            }
            foreach (KeyValuePair <OutputDescription, TextureBlitter> kvp in _blitters)
            {
                kvp.Value.Dispose();
            }

            _leftSet?.Dispose();
            _rightSet?.Dispose();
        }
Esempio n. 25
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        public void Dispose()
        {
            _pipeline.Dispose();

            foreach (var shader in _shaders)
            {
                shader.Dispose();
            }

            _resourceSet.Dispose();
            _skeletonTexture.Dispose();
            _skeletonTextureView.Dispose();

            _vertexBuffer.Dispose();
        }
Esempio n. 26
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        public void Dispose()
        {
            if (_disposed)
            {
                return;
            }

            foreach (var pipeline in _pipelines.Values)
            {
                pipeline.Dispose();
            }

            foreach (var t in _textureResourceSets)
            {
                t?.Dispose();
            }
            foreach (var t in _textureViews)
            {
                t?.Dispose();
            }
            _textureLayout.Dispose();

            _wvpSet.Dispose();
            _wvpBuffer.Dispose();
            _wvpLayout.Dispose();

            foreach (var s in _samplerResourceSets)
            {
                if (s.IsValueCreated)
                {
                    s.Value.Dispose();
                }
            }

            _linearClamp?.Dispose();
            _pointClamp?.Dispose();
            _anisotropicClamp?.Dispose();

            _samplerLayout.Dispose();

            _vertexShader.Dispose();
            _fragmentShader.Dispose();
            _commandList.Dispose();
            _vertexBuffer.Dispose();
            _indexBuffer.Dispose();

            _disposed = true;
        }
Esempio n. 27
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        public void DisposeResources()
        {
            Pipeline.Dispose();
            foreach (Shader shader in Shaders)
            {
                shader.Dispose();
            }

            CommandList.Dispose();
            VertexBuffer.Dispose();
            IndexBuffer.Dispose();
            GraphicsDevice.Dispose();
            ProjectionBuffer.Dispose();
            WorldBuffer.Dispose();
            ResourceSet.Dispose();
            ResourceLayout.Dispose();
        }
 // Private method in framework, had to be re-implemented here.
 private static void AddResourceSet(Hashtable localResourceSets, CultureInfo culture, ref ResourceSet resourceSet)
 {
     lock (localResourceSets)
     {
         ResourceSet localResourceSet = (ResourceSet)localResourceSets[culture];
         if (localResourceSet != null)
         {
             if (!Equals(localResourceSet, resourceSet))
             {
                 resourceSet.Dispose();
                 resourceSet = localResourceSet;
             }
         }
         else
         {
             localResourceSets.Add(culture, resourceSet);
         }
     }
 }
Esempio n. 29
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 //private method in framework, had to be re-specified
 private static void AddResourceSet(Hashtable localResourceSets, CultureInfo culture, ref ResourceSet rs)
 {
     lock (localResourceSets)
     {
         ResourceSet objA = (ResourceSet)localResourceSets[culture];
         if (objA != null)
         {
             if (!object.Equals(objA, rs))
             {
                 rs.Dispose();
                 rs = objA;
             }
         }
         else
         {
             localResourceSets.Add(culture, rs);
         }
     }
 }
Esempio n. 30
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        protected override void Dispose(bool disposeManagedResources)
        {
            base.Dispose(disposeManagedResources);

            if (_vertexBuffer != null && _indexBuffer != null)
            {
                _vertexBuffer.Dispose();
                _vertexBuffer = null;
                _indexBuffer.Dispose();
                _indexBuffer = null;
            }

            textureSet.Dispose();
            textureSet = null;
            textureView.Dispose();
            textureView = null;
            texture.Dispose();
            texture = null;
        }