/// <summary> /// call to dispose the instance. /// </summary> /// <param name="disposing"> true if user code; false called by finalizer. </param> private void Dispose(bool disposing) { if (!_disposed && _state != SceneState.Disposing) { State = SceneState.Disposing; OnDispose(disposing); if (disposing) { // ReSharper disable InconsistentlySynchronizedField _drawableComponent.Clear(); _updateableComponent.Clear(); _contentableComponent.Clear(); _currentlyDrawableComponent.Clear(); _currentlyUpdateableComponent.Clear(); _currentlyContentableComponent.Clear(); _sceneComponents.Clear(); _pendingInitializables.Clear(); // ReSharper enable InconsistentlySynchronizedField } _collector.DisposeAndClear(disposing); State = SceneState.None; _disposed = true; } }
/// <summary> /// Performs application-defined tasks associated with freeing, releasing, or resetting /// unmanaged/managed resources. /// </summary> /// <param name="disposing"> true if user code; false called by finalizer. </param> private void Dispose(bool disposing) { if (!_disposed) { OnDispose(disposing); _collector.DisposeAndClear(disposing); _disposed = true; } }
internal void PreUnload() { if (UnloadResources && Loaded) { UnloadContent(); contentCollector.DisposeAndClear(); Loaded = false; } }
static void Main(string[] args) { // PrintAdapterInfo(); RenderForm fm = new RenderForm(); AutoCollector.Collect(fm); RenderformInput formInput = new RenderformInput(fm); //TODO: refact to factory creation AutoCollector.Collect(formInput); LogicBasic logicModule = new LogicBasic(formInput); RenderContext mainRC = new RenderContext(fm, logicModule); AutoCollector.Collect(mainRC); RenderLoop.Run(fm, mainRC.RenderProc); AutoCollector.DisposeAndClear(); }
/// <summary> /// Dispose. /// </summary> /// <param name="disposing"> true for user code; false otherwise. </param> private void Dispose(bool disposing) { if (!_disposed) { OnDispose(disposing); if (disposing) { lock (_drawableComponent) { _drawableComponent.Clear(); _currentlyDrawableComponent.Clear(); } lock (_updateableComponent) { _updateableComponent.Clear(); _currentlyUpdateableComponent.Clear(); } lock (_contentableComponent) { _contentableComponent.Clear(); _currentlyContentableComponent.Clear(); } _gameComponents.Clear(); _pendingInitializables.Clear(); _platform.Dispose(); _contentManager.Dispose(); _graphicsDevice.Dispose(); } _collector.DisposeAndClear(disposing); _disposed = true; } }
public void Dispose() { AutoCollector.DisposeAndClear(); }
/// <summary> /// Binds the specified effect data to this instance. /// </summary> /// <param name="effectDataArg">The effect data arg.</param> /// <param name="cloneFromEffect">The clone from effect.</param> /// <exception cref="System.InvalidOperationException">If no techniques found in this effect.</exception> /// <exception cref="System.ArgumentException">If unable to find effect [effectName] from the EffectPool.</exception> internal void InitializeFrom(EffectData.Effect effectDataArg, Effect cloneFromEffect) { RawEffectData = effectDataArg; // Clean any previously allocated resources if (DisposeCollector != null) { DisposeCollector.DisposeAndClear(); } ConstantBuffers.Clear(); Parameters.Clear(); Techniques.Clear(); ResourceLinker = ToDispose(new EffectResourceLinker()); if (effectConstantBuffersCache != null) { effectConstantBuffersCache.Clear(); } // Copy data IsSupportingDynamicCompilation = RawEffectData.Arguments != null; ShareConstantBuffers = RawEffectData.ShareConstantBuffers; // Create the local effect constant buffers cache if (!ShareConstantBuffers) { effectConstantBuffersCache = new Dictionary <EffectConstantBufferKey, EffectConstantBuffer>(); } var logger = new Logger(); int techniqueIndex = 0; int totalPassCount = 0; EffectPass parentPass = null; foreach (var techniqueRaw in RawEffectData.Techniques) { var name = techniqueRaw.Name; if (string.IsNullOrEmpty(name)) { name = string.Format("${0}", techniqueIndex++); } var technique = new EffectTechnique(this, name); Techniques.Add(technique); int passIndex = 0; foreach (var passRaw in techniqueRaw.Passes) { name = passRaw.Name; if (string.IsNullOrEmpty(name)) { name = string.Format("${0}", passIndex++); } var pass = new EffectPass(logger, this, technique, passRaw, name); pass.Initialize(logger); // If this is a subpass, add it to the parent pass if (passRaw.IsSubPass) { if (parentPass == null) { logger.Error("Pass [{0}] is declared as a subpass but has no parent."); } else { parentPass.SubPasses.Add(pass); } } else { technique.Passes.Add(pass); parentPass = pass; } } // Count the number of passes totalPassCount += technique.Passes.Count; } if (totalPassCount == 0) { throw new InvalidOperationException("No passes found in this effect."); } // Log all the exception in a single throw if (logger.HasErrors) { throw new InvalidOperationException(Utilities.Join("\n", logger.Messages)); } // Initialize the resource linker when we are done with all pass/parameters ResourceLinker.Initialize(); //// Sort all parameters by their resource types //// in order to achieve better local cache coherency in resource linker Parameters.Items.Sort((left, right) => { // First, order first all value types, then resource type var comparison = left.IsValueType != right.IsValueType ? left.IsValueType ? -1 : 1 : 0; // If same type if (comparison == 0) { // Order by resource type comparison = ((int)left.ResourceType).CompareTo((int)right.ResourceType); // If same, order by resource index if (comparison == 0) { comparison = left.Offset.CompareTo(right.Offset); } } return(comparison); }); // Prelink constant buffers int resourceIndex = 0; foreach (var parameter in Parameters) { // Recalculate parameter resource index if (!parameter.IsValueType) { parameter.Offset = resourceIndex; resourceIndex += parameter.ElementCount; } // Set the default values parameter.SetDefaultValue(); if (parameter.ResourceType == EffectResourceType.ConstantBuffer) { parameter.SetResource(ConstantBuffers[parameter.Name]); } } // Compute slot links foreach (var technique in Techniques) { foreach (var pass in technique.Passes) { foreach (var subPass in pass.SubPasses) { subPass.ComputeSlotLinks(); } pass.ComputeSlotLinks(); } } // Setup the first Current Technique. CurrentTechnique = this.Techniques[0]; // Initialize predefined parameters used by Model.Draw (to speedup things internally) DefaultParameters = new EffectDefaultParameters(this); // If this is a clone, we need to if (cloneFromEffect != null) { // Copy the content of the constant buffers to the new instance. for (int i = 0; i < ConstantBuffers.Count; i++) { cloneFromEffect.ConstantBuffers[i].CopyTo(ConstantBuffers[i]); } // Copy back all bound resources except constant buffers // that are already initialized with InitializeFrom method. for (int i = 0; i < cloneFromEffect.ResourceLinker.Count; i++) { if (cloneFromEffect.ResourceLinker.BoundResources[i] is EffectConstantBuffer) { continue; } ResourceLinker.BoundResources[i] = cloneFromEffect.ResourceLinker.BoundResources[i]; unsafe { ResourceLinker.Pointers[i] = cloneFromEffect.ResourceLinker.Pointers[i]; } } // If everything was fine, then we can register it into the pool Pool.AddEffect(this); } // Allow subclasses to complete initialization. Initialize(); OnInitialized(); }
void IContentable.UnloadContent() { contentCollector.DisposeAndClear(); UnloadContent(); }