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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/src/Graphics/GraphicsResource.cs
169 lines | 3.3 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
public abstract class GraphicsResource : IDisposable
{
#region Public Properties
public GraphicsDevice GraphicsDevice
{
get
{
return graphicsDevice;
}
internal set
{
if (graphicsDevice == value)
{
return;
}
/* VertexDeclaration objects can be bound to
* multiple GraphicsDevice objects during their
* lifetime. But only one GraphicsDevice should
* retain ownership.
*/
if (graphicsDevice != null && selfReference != null)
{
graphicsDevice.RemoveResourceReference(selfReference);
selfReference = null;
}
graphicsDevice = value;
selfReference = new WeakReference(this);
graphicsDevice.AddResourceReference(selfReference);
}
}
public bool IsDisposed
{
get;
private set;
}
public string Name
{
get;
set;
}
public Object Tag
{
get;
set;
}
#endregion
#region Private Variables
private WeakReference selfReference;
private GraphicsDevice graphicsDevice;
#endregion
#region Disposing Event
public event EventHandler<EventArgs> Disposing;
#endregion
#region Internal Constructor and Deconstructor
internal GraphicsResource()
{
}
~GraphicsResource()
{
// FIXME: We really should call Dispose() here! -flibit
}
#endregion
#region Public Dispose Method
public void Dispose()
{
// Dispose of unmanaged objects as well
Dispose(true);
// Since we have been manually disposed, do not call the finalizer on this object
GC.SuppressFinalize(this);
}
#endregion
#region Public Methods
public override string ToString()
{
return string.IsNullOrEmpty(Name) ? base.ToString() : Name;
}
#endregion
#region Internal Methods
/// <summary>
/// Called before the device is reset. Allows graphics resources to
/// invalidate their state so they can be recreated after the device reset.
/// Warning: This may be called after a call to Dispose() up until
/// the resource is garbage collected.
/// </summary>
internal protected virtual void GraphicsDeviceResetting()
{
}
#endregion
#region Protected Dispose Method
/// <summary>
/// The method that derived classes should override to implement disposing of
/// managed and native resources.
/// </summary>
/// <param name="disposing">True if managed objects should be disposed.</param>
/// <remarks>
/// Native resources should always be released regardless of the value of the
/// disposing parameter.
/// </remarks>
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
// Do not trigger the event if called from the finalizer
if (disposing && Disposing != null)
{
Disposing(this, EventArgs.Empty);
}
// Remove from the list of graphics resources
if (graphicsDevice != null && selfReference != null)
{
graphicsDevice.RemoveResourceReference(selfReference);
selfReference = null;
}
IsDisposed = true;
}
}
#endregion
}
}