예제 #1
0
파일: Visual3D.cs 프로젝트: JianwenSun/cc
        /// <summary>
        /// Disconnects a resource attached to this visual.
        /// </summary>
        internal void DisconnectAttachedResource(
            VisualProxyFlags correspondingFlag,
            DUCE.IResource attachedResource)
        {
            // 
            // Iterate over the channels this visual is being marshaled to
            //

            for (int i = 0; i < _proxy.Count; i++) 
            {
                VisualProxyFlags flags = _proxy.GetFlags(i);

                if ((flags & correspondingFlag) == 0) 
                {
                    DUCE.Channel channel = _proxy.GetChannel(i);

                    //
                    // Set the flag so that during render we send
                    // update to the compositor.
                    //
                    SetFlags(channel, true, correspondingFlag);

                    if (correspondingFlag == VisualProxyFlags.IsContentDirty)
                    {
                        _proxy.SetFlags(i, false, VisualProxyFlags.IsContentConnected);
                    }

                    attachedResource.ReleaseOnChannel(channel);
                }
            }
        }
예제 #2
0
파일: Animatable.cs 프로젝트: JianwenSun/cc
 internal void ReleaseResource(DUCE.IResource resource, DUCE.Channel channel)
 {
     if (resource != null)
     {
         resource.ReleaseOnChannel(channel);
     }
 }
예제 #3
0
        /// <summary>
        /// Disconnects a resource attached to this visual.
        /// </summary>
        internal void DisconnectAttachedResource(
            VisualProxyFlags correspondingFlag,
            DUCE.IResource attachedResource)
        {
            //
            // We need a special case for the content (corresponding
            // to the IsContentConnected flag).
            //

            bool needToReleaseContent =
                correspondingFlag == VisualProxyFlags.IsContentConnected;


            //
            // Iterate over the channels this visual is being marshaled to
            //

            for (int i = 0; i < _proxy.Count; i++)
            {
                DUCE.Channel channel = _proxy.GetChannel(i);
                VisualProxyFlags flags = _proxy.GetFlags(i);

                //
                // See if the corresponding flag is set...
                //

                bool correspondingFlagSet =
                    (flags & correspondingFlag) != 0;


                //
                // We want to perform an action if IsContentConnected
                // flag is set or a Is*Dirty flag is not set:
                //

                if (correspondingFlagSet == needToReleaseContent)
                {
                    //
                    // Set the flag so that during render we send
                    // update to the compositor.
                    //
                    SetFlags(channel, true, correspondingFlag);

                    attachedResource.ReleaseOnChannel(channel);


                    if (needToReleaseContent)
                    {
                        //
                        // Mark the content of this visual as disconnected.
                        //

                        _proxy.SetFlags(i, false, VisualProxyFlags.IsContentConnected);
                    }
                }
            }
        }
예제 #4
0
        /// <summary> 
        /// If visual is on channel, its reference count is increased.
        /// Otherwise, a new resource is created on that channel. 
        /// </summary> 
        internal bool ReleaseOnChannel(DUCE.Channel channel)
        { 
            int index = Find(channel);
            bool proxyRemoved = false;
            int count = Count;
 
            if (index == PROXY_STORED_INLINE)
            { 
                if (channel.ReleaseOnChannel(_head.Handle)) 
                {
                    // 
                    // Need to move the last of the non-empty tail to head
                    // or clear the head. Erase the head if that was the last
                    // proxy.
                    // 

                    if (count == 1) 
                    { 
                        _head = new Proxy();
                    } 
                    else
                    {
                        _head = _tail[count - 2];
                    } 

                    proxyRemoved = true; 
                } 
            }
            else if (index >= 0) 
            {
                if (channel.ReleaseOnChannel(_tail[index].Handle))
                {
                    // 
                    // Need to move the last of the non-empty tail to the
                    // removed index. Avoid in-place copying. 
                    // 

                    if (index != count - 2) 
                    {
                        _tail[index] = _tail[count - 2];
                    }
 
                    proxyRemoved = true;
                } 
            } 
            else
            { 
                Debug.Assert(index != PROXY_NOT_FOUND);
                return false;
            }
 
            if (proxyRemoved)
            { 
                if (_tail != null) 
                {
                    // 
                    // Keep the tail short. We allow for one extra free element
                    // in tail to avoid constant allocations / reallocations.
                    //
 
                    if (count == 2)
                    { 
                        //                        ------------------ 
                        // Before removal: [head] [tail c-1] [empty]
                        // Here and now:   [head] [ deleted] [empty] 
                        // After removal:  [head]
                        //

                        _tail = null; 
                    }
                    else if (count == _tail.Length) 
                    { 
                        //                        ---------------------------------------------------
                        // Before removal: [head] [tail 0] [tail 1] ... [tail c-3] [tail c-2] [empty] 
                        // Here and now:   [head] [tail 0] [tail 1] ... [tail c-3] [ deleted] [empty]
                        // After removal:  [head] [tail 0] [tail 1] ... [tail c-3]
                        //
 
                        ResizeTail(-2);
                    } 
                    else 
                    {
                        //                        ------------------------------------------------------ 
                        // Before removal: [head] [tail 0] [tail 1] ... [tail c-4] [tail c-3] [tail c-2]
                        // Here and now:   [head] [tail 0] [tail 1] ... [tail c-4] [tail c-3] [ deleted]
                        // After removal:  [head] [tail 0] [tail 1] ... [tail c-4] [tail c-3] [   empty]
                        // 

                        _tail[count - 2] = new Proxy(); 
                    } 
                }
            } 

            return proxyRemoved;
        }