internal static void HandleDeviceReset()
        {
            CreateDevice(m_windowHandle, m_settings);

            MyRenderContextPool.OnDeviceReset();

            OnDeviceReset();
        }
        internal static void HandleDeviceReset()
        {
            ResetAdaptersList();
            DisposeDevice();
            CreateDevice(m_windowHandle, m_settings);

            MyRenderContext.OnDeviceReset();
            MyRenderContextPool.OnDeviceReset();

            OnDeviceReset();
        }
        internal static void OnDeviceReset()
        {
            MyRenderContext.OnDeviceReset();
            MyRenderContextPool.OnDeviceReset();
            MyHwBuffers.OnDeviceReset();
            MyShaders.OnDeviceReset();
            MyMaterialShaders.OnDeviceReset();
            MyPipelineStates.OnDeviceReset();
            MyTextures.OnDeviceReset();
            MyRwTextures.OnDeviceReset();

            SamplerStates.OnDeviceReset();

            MyTransparentRendering.OnDeviceReset();

            ResetShadows(Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution());

            MyBillboardRenderer.OnDeviceRestart();
            MyScreenDecals.OnDeviceReset();

            MyMeshMaterials1.OnDeviceReset();
            MyVoxelMaterials1.OnDeviceReset();

            MyRenderableComponent.MarkAllDirty();
            foreach (var f in MyComponentFactory <MyFoliageComponent> .GetAll())
            {
                f.Dispose();
            }

            foreach (var c in MyComponentFactory <MyGroupRootComponent> .GetAll())
            {
                c.OnDeviceReset();
            }

            MyBigMeshTable.Table.OnDeviceReset();
            MySceneMaterials.OnDeviceReset();
            MyMeshes.OnDeviceReset();
            MyInstancing.OnDeviceReset();
            MyScreenDecals.OnDeviceReset();
        }