/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected virtual void Dispose(bool disposing) { if (!disposed) { if (disposing) //Managed here { if (d3dRenderTarget != null) { d3dRenderTarget.Dispose(); } if (d3dDepthStencil != null) { d3dDepthStencil.Dispose(); } if (swapChain != null) { swapChain.Dispose(); } if (d3dDevice != null) { d3dDevice.Dispose(); } if (d3dContext != null) { d3dContext.Dispose(); } } //Unmanaged here disposed = true; } }
private void MainWindow_Closing(object sender, System.ComponentModel.CancelEventArgs e) { // release resources CompositionTarget.Rendering -= CompositionTarget_Rendering; deviceContext.Dispose(); device.Dispose(); }
protected virtual void Dispose(bool disposing) { if (m_disposed) { return; } if (disposing) { // Dispose of shaders stage will be handled by DeviceContext.Dispose(), now we want to disable access to them: m_vertexShaderStage = null; m_geometryShaderStage = null; m_pixelShaderStage = null; m_computeShaderStage = null; } if (m_isDeferred) { try { m_deviceContext.Dispose(); } catch (Exception ex) { MyRender11.Log.Log(Utils.MyLogSeverity.Error, "Exception disposing device context: {0}", ex.ToString()); MyRender11.Log.Flush(); } } m_disposed = true; }
public void Cleanup() { m_DeviceContext.PixelShader.Set(null); m_DeviceContext.VertexShader.Set(null); m_SwapChain.Dispose(); m_SwapChain = null; Device.Dispose(); Device = null; m_DeviceContext.Dispose(); m_DeviceContext = null; //-------- m_ShaderMgr.Dispose(); m_ShaderMgr = null; m_TextureMgr.Dispose(); m_TextureMgr = null; m_TriMeshMgr.Dispose(); m_TriMeshMgr = null; }
public void Dispose() { OnDeviceDispose(); context?.Dispose(); Handle?.Dispose(); instance = null; }
/// <summary> /// Check if a feature level is supported by a particular adapter. /// </summary> /// <param name="adapter">The adapter.</param> /// <param name="featureLevel">The feature level.</param> /// <returns><c>true</c> if the specified adapter is supporting this feature level; otherwise, <c>false</c>.</returns> public static bool IsSupportedFeatureLevel(Adapter adapter, FeatureLevel featureLevel) { var device = new Device(IntPtr.Zero); DeviceContext context = null; try { FeatureLevel outputLevel; var result = D3D11.CreateDevice(adapter, DriverType.Unknown, IntPtr.Zero, DeviceCreationFlags.None, new[] { featureLevel }, 1, D3D11.SdkVersion, device, out outputLevel, out context); return(result.Success && outputLevel == featureLevel); } finally { if (context != null) { context.Dispose(); } if (device.NativePointer != IntPtr.Zero) { device.Dispose(); } } }
public void Dispose() { renderTargetView.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); renderControl1.Dispose(); }
private void DisposeDirectXResources() { _textFormat.Dispose(); _dwFactory.Dispose(); _renderTarget.Dispose(); _renderTargetView.Dispose(); _d2DFactory.Dispose(); _swapChain.Dispose(); _d3DDeviceContext.Dispose(); _d3DDevice.Dispose(); }
public void Dispose() { renderForm.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); renderTargetView.Dispose(); blendState.Dispose(); depthStencilView.Dispose(); depthStencilState.Dispose(); }
public void DisposeBase() { BackBufer.Dispose(); RenderForm.Dispose(); RenderTargetView.Dispose(); GameDevice.Dispose(); SwapChain.Dispose(); DeviceContext.Dispose(); //InputLayoutMain.Dispose(); // InputSignature.Dispose(); }
public void Dispose() { //d3dFactory.Dispose(); surface.Dispose(); d2dFactory.Dispose(); d2dRenderTarget.Dispose(); d3dDevice.Dispose(); d3dContext.Dispose(); swapChain.Dispose(); target.Dispose(); targetView.Dispose(); }
public void Dispose() { inputLayout.Dispose(); inputSignature.Dispose(); triangleVertexBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); renderTargetView.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); renderForm.Dispose(); }
public void Dispose() { _inputLayout.Dispose(); _inputSignature.Dispose(); _triangleVertexBuffer.Dispose(); _vertexShader.Dispose(); _pixelShader.Dispose(); _renderTargetView.Dispose(); _swapChain.Dispose(); _d3DDevice.Dispose(); _d3DDeviceContext.Dispose(); _renderForm.Dispose(); }
/// <summary> /// frees all resources of this window /// </summary> public void Dispose() { Form.Dispose(); view.Dispose(); deviceContext.Dispose(); device.Dispose(); swapChain.Dispose(); vertexBuffer.Dispose(); ratioBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); inputLayout.Dispose(); inputSignature.Dispose(); }
public void Dispose() { if (!Initialized) { return; } vertexShader.Dispose(); pixelShader.Dispose(); inputLayout.Dispose(); renderTargetView.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); Fonts.Dispose(); }
public void Dispose() { inputLayout.Dispose(); inputSignature.Dispose(); screenVertexBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); renderTargetView.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); renderForm.Dispose(); UnhookWindowsHookEx(_hookID); }
public void Dispose() { _shaderSignature?.Dispose(); _vertexShaderByteCode?.Dispose(); _vertexShader?.Dispose(); _pixelShaderByteCode?.Dispose(); _pixelShader?.Dispose(); _verticesBuffer?.Dispose(); _inputLayout?.Dispose(); _contantBuffer?.Dispose(); _depthBuffer?.Dispose(); _depthView?.Dispose(); _context?.ClearState(); _context?.Flush(); _swapChain?.Dispose(); _renderView?.Dispose(); _backBuffer?.Dispose(); _device?.Dispose(); _context?.Dispose(); _factory?.Dispose(); }
protected void DisposeDirectXResources() { PreDestroyDirectXResources(); SharedBrush.Dispose(); BackgroundBrush.Dispose(); ForegroundBrush.Dispose(); CorrectColorBrush.Dispose(); WrongColorBrush.Dispose(); InputTextFormat.Dispose(); ButtonLabelTextFormat.Dispose(); SubtitleTextFormat.Dispose(); CueTextFormat.Dispose(); DwFactory.Dispose(); RenderTarget.Dispose(); RenderTargetView.Dispose(); D2DFactory.Dispose(); SwapChain.Dispose(); D3DDeviceContext.Dispose(); D3DDevice.Dispose(); }
protected virtual void Dispose(bool disposing) { if (m_disposed) { return; } if (disposing) { // Dispose of shaders stage will be handled by DeviceContext.Dispose(), now we want to disable access to them: m_vertexShaderStage = null; m_geometryShaderStage = null; m_pixelShaderStage = null; m_computeShaderStage = null; } if (m_isDeferred) { m_deviceContext.Dispose(); } m_disposed = true; }
public void Dispose() { context?.Dispose(); Handle?.Dispose(); }
public void Dispose() { _swapChain.Dispose(); _d3DDevice.Dispose(); _d3DDeviceContext.Dispose(); }