public void Dispose()
 {
     fastShader?.Dispose();
     fastShader3D?.Dispose();
     slowShader?.Dispose();
     slowShader3D?.Dispose();
 }
Example #2
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 public void Dispose()
 {
     convert2D?.Dispose();
     convert3D?.Dispose();
     convert2DInt?.Dispose();
     convert3DInt?.Dispose();
 }
Example #3
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 public void Dispose()
 {
     shader?.Dispose();
     shader3D?.Dispose();
     foreach (var samplerState in sampler)
     {
         samplerState?.Dispose();
     }
 }
Example #4
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 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();
 }
Example #11
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 public void Dispose()
 {
     toCube?.Dispose();
     toLatLong?.Dispose();
     sampler?.Dispose();
 }
Example #12
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 public void Dispose()
 {
     pixel?.Dispose();
 }
Example #13
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 public void Dispose()
 {
     wshader?.Dispose();
     wshader3D?.Dispose();
     sampler?.Dispose();
 }