467 lines
14 KiB
C#
467 lines
14 KiB
C#
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using System.Runtime.InteropServices;
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using Nerfed.Runtime.Video;
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using RefreshCS;
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namespace Nerfed.Runtime.Graphics;
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/// <summary>
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/// 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 BackendFlags Backend { get; }
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public bool DebugMode { get; }
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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 Shader TextVertexShader;
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public Shader TextFragmentShader;
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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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internal readonly RenderPassPool RenderPassPool = new RenderPassPool();
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internal readonly ComputePassPool ComputePassPool = new ComputePassPool();
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internal readonly CopyPassPool CopyPassPool = new CopyPassPool();
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private readonly HashSet<GCHandle> resources = new HashSet<GCHandle>();
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private readonly CommandBufferPool commandBufferPool;
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private readonly FencePool fencePool;
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internal GraphicsDevice(BackendFlags preferredBackends)
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{
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if (preferredBackends == BackendFlags.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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bool debugMode = false;
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#if DEBUG
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debugMode = true;
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#endif
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Handle = Refresh.Refresh_CreateDevice((Refresh.BackendFlags)preferredBackends, Conversions.BoolToInt(debugMode));
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DebugMode = debugMode;
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// TODO: check for CreateDevice fail
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Backend = (BackendFlags)Refresh.Refresh_GetBackend(Handle);
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IEmbeddedShaders embeddedShaders;
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switch (Backend)
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{
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case BackendFlags.Vulkan:
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embeddedShaders = new EmbeddedShadersSpirV();
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break;
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case BackendFlags.D3D11:
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throw new NotImplementedException("D3D11 embedded shaders");
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break;
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case BackendFlags.Metal:
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throw new NotImplementedException("Metal embedded shaders");
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break;
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default: throw new ArgumentOutOfRangeException();
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}
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Shader fullscreenVertShader;
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Shader textVertShader;
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Shader textFragShader;
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Shader videoFragShader;
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using (MemoryStream fullscreenVertStream = new MemoryStream(embeddedShaders.FullscreenVert))
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{
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fullscreenVertShader = new Shader(
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this,
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fullscreenVertStream,
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = embeddedShaders.ShaderFormat
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}
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);
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}
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using (MemoryStream videoYuv2RgbaFragStream = new MemoryStream(embeddedShaders.VideoYuv2RgbaFrag))
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{
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videoFragShader = new Shader(
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this,
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videoYuv2RgbaFragStream,
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = embeddedShaders.ShaderFormat,
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SamplerCount = 3
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}
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);
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}
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using (MemoryStream textTransformVertStream = new MemoryStream(embeddedShaders.TextTransformVert))
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{
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textVertShader = new Shader(
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this,
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textTransformVertStream,
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = embeddedShaders.ShaderFormat,
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UniformBufferCount = 1
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}
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);
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}
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using (MemoryStream textMsdfFragStream = new MemoryStream(embeddedShaders.TextMsdfFrag))
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{
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textFragShader = new Shader(
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this,
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textMsdfFragStream,
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = embeddedShaders.ShaderFormat,
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SamplerCount = 1,
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UniformBufferCount = 1
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}
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);
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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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VertexShader = fullscreenVertShader,
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FragmentShader = videoFragShader,
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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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TextVertexShader = textVertShader;
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TextFragmentShader = textFragShader;
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TextVertexInputState = VertexInputState.CreateSingleBinding<FontVertex>();
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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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commandBufferPool = new CommandBufferPool(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="swapchainComposition">The desired composition of the swapchain. Ignore this unless you are using HDR or tonemapping.</param>
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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(
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Window window,
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SwapchainComposition swapchainComposition,
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PresentMode presentMode
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)
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{
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if (window.Claimed)
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{
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Log.Error("Window already claimed!");
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return false;
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}
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bool success = Conversions.IntToBool(
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Refresh.Refresh_ClaimWindow(
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Handle,
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window.Handle,
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(Refresh.SwapchainComposition)swapchainComposition,
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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.SwapchainComposition = swapchainComposition;
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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, window.SwapchainFormat);
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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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public bool SetSwapchainParameters(
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Window window,
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SwapchainComposition swapchainComposition,
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PresentMode presentMode
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)
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{
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if (!window.Claimed)
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{
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Log.Error("Cannot set present mode on unclaimed window!");
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return false;
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}
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bool success = Conversions.IntToBool(
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Refresh.Refresh_SetSwapchainParameters(
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Handle,
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window.Handle,
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(Refresh.SwapchainComposition)swapchainComposition,
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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.SwapchainComposition = swapchainComposition;
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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.Format = window.SwapchainFormat;
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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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/// 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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CommandBuffer commandBuffer = commandBufferPool.Obtain();
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commandBuffer.SetHandle(Refresh.Refresh_AcquireCommandBuffer(Handle));
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#if DEBUG
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commandBuffer.ResetStateTracking();
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#endif
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return commandBuffer;
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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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#if DEBUG
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if (commandBuffer.Submitted)
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{
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throw new System.InvalidOperationException("Command buffer already submitted!");
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}
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#endif
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Refresh.Refresh_Submit(
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commandBuffer.Handle
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);
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commandBufferPool.Return(commandBuffer);
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#if DEBUG
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commandBuffer.Submitted = true;
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#endif
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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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IntPtr fenceHandle = Refresh.Refresh_SubmitAndAcquireFence(
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commandBuffer.Handle
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);
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Fence 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 WaitForFence(Fence fence)
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{
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IntPtr fenceHandle = fence.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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1,
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&fenceHandle,
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1
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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(Span<Fence> fences, bool waitAll)
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{
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IntPtr* handlePtr = stackalloc nint[fences.Length];
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for (int 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.BoolToInt(waitAll),
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handlePtr,
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(uint)fences.Length
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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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int 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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if (!window.Claimed)
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{
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throw new System.ArgumentException("Cannot get swapchain format of unclaimed window!");
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}
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return (TextureFormat)Refresh.Refresh_GetSwapchainTextureFormat(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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private 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 (GCHandle 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 (GCHandle 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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