public void Dispose() { fastShader?.Dispose(); fastShader3D?.Dispose(); slowShader?.Dispose(); slowShader3D?.Dispose(); }
public void Dispose() { convert2D?.Dispose(); convert3D?.Dispose(); convert2DInt?.Dispose(); convert3DInt?.Dispose(); }
public void Dispose() { shader?.Dispose(); shader3D?.Dispose(); foreach (var samplerState in sampler) { samplerState?.Dispose(); } }
public virtual void Dispose() { copyShader?.Dispose(); copyShader3D?.Dispose(); fastShader?.Dispose(); fastShader3D?.Dispose(); slowShader?.Dispose(); slowShader3D?.Dispose(); }
public void Dispose() { shader2D?.Dispose(); shader3D?.Dispose(); dstBuffer?.Dispose(); }
public void Dispose() { shader?.Dispose(); }
public void Dispose() { shader?.Dispose(); paramBuffer?.Dispose(); }
public void Dispose() { convert2D?.Dispose(); convert3D?.Dispose(); sampler?.Dispose(); }
public void Dispose() { shader3D?.Dispose(); shaderLayer?.Dispose(); }
public void Dispose() { vertex.Dispose(); pixel.Dispose(); input.Dispose(); }
public void Dispose() { toCube?.Dispose(); toLatLong?.Dispose(); sampler?.Dispose(); }
public void Dispose() { pixel?.Dispose(); }
public void Dispose() { wshader?.Dispose(); wshader3D?.Dispose(); sampler?.Dispose(); }