Exemple #1
0
 private void ShuddownShader()
 {
     // Release the Light constant buffer.
     ConstantLightBuffer?.Dispose();
     ConstantLightBuffer = null;
     // Release the Light2 constant buffer.
     ConstantLightBuffer2?.Dispose();
     ConstantLightBuffer2 = null;
     // Release the matrix constant buffer.
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     // Release the wrap sampler state.
     SamplerStateWrap?.Dispose();
     SamplerStateWrap = null;
     // Release the clamp sampler state.
     SamplerStateClamp?.Dispose();
     SamplerStateClamp = null;
     // Release the layout.
     Layout?.Dispose();
     Layout = null;
     // Release the pixel shader.
     PixelShader?.Dispose();
     PixelShader = null;
     // Release the vertex shader.
     VertexShader?.Dispose();
     VertexShader = null;
 }
Exemple #2
0
        private void ShuddownShader()
        {
            // Release the light constant buffer.
            if (ConstantLightBuffer != null)
            {
                ConstantLightBuffer.Dispose();
                ConstantLightBuffer = null;
            }

            // Release the matrix constant buffer.
            if (ConstantCameraBuffer != null)
            {
                ConstantCameraBuffer.Dispose();
                ConstantCameraBuffer = null;
            }

            // Release the matrix constant buffer.
            if (ConstantMatrixBuffer != null)
            {
                ConstantMatrixBuffer.Dispose();
                ConstantMatrixBuffer = null;
            }

            // Release the sampler state.
            if (SampleState != null)
            {
                SampleState.Dispose();
                SampleState = null;
            }

            // Release the layout.
            if (Layout != null)
            {
                Layout.Dispose();
                Layout = null;
            }

            // Release the pixel shader.
            if (PixelShader != null)
            {
                PixelShader.Dispose();
                PixelShader = null;
            }

            // Release the vertex shader.
            if (VertexShader != null)
            {
                VertexShader.Dispose();
                VertexShader = null;
            }
        }
 public override void Shutdown()
 {
     ConstantLightBuffer?.Dispose();
     ConstantLightBuffer = null;
     ConstantCameraBuffer?.Dispose();
     ConstantCameraBuffer = null;
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     Layout?.Dispose();
     Layout = null;
     PixelShader?.Dispose();
     PixelShader = null;
     VertexShader?.Dispose();
     VertexShader = null;
 }
Exemple #4
0
 public virtual void Shutdown()
 {
     ConstantLightBuffer?.Dispose();
     ConstantLightBuffer = null;
     ConstantCameraBuffer?.Dispose();
     ConstantCameraBuffer = null;
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     ConstantEditorParamsBuffer?.Dispose();
     ConstantEditorParamsBuffer = null;
     SamplerState?.Dispose();
     SamplerState = null;
     Layout?.Dispose();
     Layout = null;
     PixelShader?.Dispose();
     PixelShader = null;
     VertexShader?.Dispose();
     VertexShader = null;
 }
Exemple #5
0
        public void Dispose()
        {
            ConstantLightBuffer?.Dispose();
            ConstantLightBuffer = null;

            SamplerState?.Dispose();
            SamplerState = null;

            ConstantMatrixBuffer?.Dispose();
            ConstantMatrixBuffer = null;

            Layout?.Dispose();
            Layout = null;

            PixelShader?.Dispose();
            PixelShader = null;

            VertexShader?.Dispose();
            VertexShader = null;
        }
Exemple #6
0
 private void ShuddownShader()
 {
     // Release the light constant buffer.
     ConstantLightBuffer?.Dispose();
     ConstantLightBuffer = null;
     // Release the matrix constant buffer.
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     // Release the sampler state.
     SamplerState?.Dispose();
     SamplerState = null;
     // Release the layout.
     Layout?.Dispose();
     Layout = null;
     // Release the pixel shader.
     PixelShader?.Dispose();
     PixelShader = null;
     // Release the vertex shader.
     VertexShader?.Dispose();
     VertexShader = null;
 }