protected override void DestroyAssets()
    {
        DestroyBuffers();
        DestroyInputLayout();

        void DestroyInputLayout()
        {
            var inputLayout = _inputLayout;

            if (inputLayout != null)
            {
                _inputLayout = null;
                _            = inputLayout->Release();
            }

            var pixelShader = _pixelShader;

            if (pixelShader != null)
            {
                _pixelShader = null;
                _            = pixelShader->Release();
            }

            var vertexShader = _vertexShader;

            if (vertexShader != null)
            {
                _vertexShader = null;
                _             = vertexShader->Release();
            }
        }
    }
Beispiel #2
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 public void PSSetShader([NativeTypeName("ID3D11PixelShader *")] ID3D11PixelShader *pPixelShader, [NativeTypeName("ID3D11ClassInstance *const *")] ID3D11ClassInstance **ppClassInstances, [NativeTypeName("UINT")] uint NumClassInstances)
 {
     ((delegate * stdcall <ID3D11DeviceContext *, ID3D11PixelShader *, ID3D11ClassInstance **, uint, void>)(lpVtbl[9]))((ID3D11DeviceContext *)Unsafe.AsPointer(ref this), pPixelShader, ppClassInstances, NumClassInstances);
 }
Beispiel #3
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        protected override void Dispose(bool isDisposing)
        {
            var vertexBuffer = _vertexBuffer;

            if (vertexBuffer != null)
            {
                _vertexBuffer = null;
                _             = vertexBuffer->Release();
            }

            var inputLayout = _inputLayout;

            if (inputLayout != null)
            {
                _inputLayout = null;
                _            = inputLayout->Release();
            }

            var pixelShader = _pixelShader;

            if (pixelShader != null)
            {
                _pixelShader = null;
                _            = pixelShader->Release();
            }

            var vertexShader = _vertexShader;

            if (vertexShader != null)
            {
                _vertexShader = null;
                _             = vertexShader->Release();
            }

            var swapChain = _swapChain;

            if (swapChain != null)
            {
                _swapChain = null;
                _          = swapChain->Release();
            }

            var immediateContext = _immediateContext;

            if (immediateContext != null)
            {
                _immediateContext = null;
                _ = immediateContext->Release();
            }

            var device = _device;

            if (device != null)
            {
                _device = null;
                _       = device->Release();
            }

            var renderTarget = _renderTarget;

            if (renderTarget != null)
            {
                _renderTarget = null;
                _             = renderTarget->Release();
            }

            base.Dispose(isDisposing);
        }