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// Patch to detect GPU memory leaks
// the code of the patch is marked with //////////patch
#region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
#endregion License
using System;
using System.Diagnostics;
namespace Microsoft.Xna.Framework.Graphics
{
public abstract class GraphicsResource : IDisposable
{
//////////patch
private class MyWeakReference
{
public WeakReference reference;
public string stackTrace;
}
static int numLeaks=0;
//////////patch
bool disposed;
// The GraphicsDevice property should only be accessed in Dispose(bool) if the disposing
// parameter is true. If disposing is false, the GraphicsDevice may or may not be
// disposed yet.
GraphicsDevice graphicsDevice;
//////////patch
private MyWeakReference _selfReference;
//////////patch
internal GraphicsResource()
{
}
~GraphicsResource()
{
// Pass false so the managed objects are not released
Dispose(false);
}
/// <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()
{
}
public void Dispose()
{
// Dispose of managed objects as well
Dispose(true);
// Since we have been manually disposed, do not call the finalizer on this object
GC.SuppressFinalize(this);
}
/// <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 (!disposed)
{
if (disposing)
{
// Release managed objects
// ...
}
// Release native objects
// ...
// Do not trigger the event if called from the finalizer
if (disposing)
EventHelpers.Raise(this, Disposing, EventArgs.Empty);
// Remove from the global list of graphics resources
if (graphicsDevice != null)
graphicsDevice.RemoveResourceReference(_selfReference.reference);
//////////patch
// if not disposed and not disposing (finalizer being called) then it's probably a leak.
if (!disposing)
{
// some objects (BlendState, DepthStencilState, ...) seems not to save a self reference.
// it's not clear to me if, despite being resources, they hold a chunk of GPU memory
// (I think they're "just sent" to the GPU )
if (_selfReference!=null)
Debug.WriteLine ("\n\n\nPOTENTIAL MEMORY LEAK #"+(numLeaks++)+"!\n"+_selfReference.stackTrace);
}
//////////patch
_selfReference = null;
graphicsDevice = null;
disposed = true;
}
}
public event EventHandler<EventArgs> Disposing;
public GraphicsDevice GraphicsDevice
{
get
{
return graphicsDevice;
}
internal set
{
Debug.Assert(value != null);
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)
{
graphicsDevice.RemoveResourceReference(_selfReference.reference);
_selfReference = null;
}
graphicsDevice = value;
//////////patch
_selfReference=new MyWeakReference();
_selfReference.reference = new WeakReference(this);
_selfReference.stackTrace = getStackTraceFromCurrentLocation();
graphicsDevice.AddResourceReference(_selfReference.reference);
//////////patch
}
}
//////////patch
public static string getStackTraceFromCurrentLocation ()
{
string str="",stackTrace="";
StackTrace st;
st = new System.Diagnostics.StackTrace (true);
foreach (var frame in st.GetFrames())
{
stackTrace = "at " + frame.GetMethod().Module.Name + "." +
frame.GetMethod().ReflectedType.Name + "."
+ frame.GetMethod().Name;
int line=frame.GetFileLineNumber ();
string file=frame.GetFileName();
if (frame.GetFileLineNumber()!=0) stackTrace+=$" (line {line} of {file}) ";
str+=stackTrace+"\r\n";
}
return str;
}
//////////patch
public bool IsDisposed
{
get
{
return disposed;
}
}
public string Name { get; set; }
public Object Tag { get; set; }
public override string ToString()
{
return string.IsNullOrEmpty(Name) ? base.ToString() : Name;
}
}
}
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