public void Shutdown() { if (_backbuffer != null) { _backbuffer.Dispose(); _backbuffer = null; } _device.Dispose(); }
/// <summary> /// 終了処理 /// </summary> static public void Dispose() { if (isFinishQuery_ != null) { isFinishQuery_.Dispose(); } if (timerDisjointQuery_ != null) { timerDisjointQuery_.Dispose(); } if (timerQuery_ != null) { timerQuery_.Dispose(); } foreach (var s in rasterizerState_) { s.Dispose(); } foreach (var s in blendState_) { s.Dispose(); } foreach (var s in depthStencilState_) { s.Dispose(); } foreach (var ary in samplerState_) { foreach (var s in ary) { s.Dispose(); } } if (defaultColorBuffer_ != null) { defaultColorBuffer_.Dispose(); } else { defaultRenderTarget_.Dispose(); } defaultDepthStencil_.Dispose(); if (swapChain_ != null) { swapChain_.Dispose(); } if (proxyImage_ != null) { proxyImage_.Dispose(); } D3D11Device.Dispose(); }
public void Dispose() { if (m_scene != null) { m_scene.Dispose(); m_scene = null; } if (m_device != null) { m_device.Dispose(); m_device = null; } }
public void Dispose() { m_disposed = true; m_swapchain.Dispose(); m_d3d11.Dispose(); }