public virtual void Cleanup() { Context?.ClearState(); Context?.Flush(); BackBuffer?.Dispose(); BackBuffer = null; ZBuffer?.Dispose(); ZBuffer = null; RenderTargetViewRef?.Dispose(); RenderTargetViewRef = null; DepthStencilSRVRef?.Dispose(); DepthStencilSRVRef = null; DepthStencilViewRef?.Dispose(); DepthStencilViewRef = null; FactoryDWrite?.Dispose(); FactoryDWrite = null; Factory2D?.Dispose(); Factory2D = null; RenderTarget2D?.Dispose(); RenderTarget2D = null; Context?.Dispose(); DeviceRef?.Dispose(); DeviceRef = null; }
/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing) { if (components != null) { components.Dispose(); } if (CurrentTextFormat != null) { CurrentTextFormat.Dispose(); } if (CurrentTextLayout != null) { CurrentTextLayout.Dispose(); } if (CustomTextRenderer != null) { CustomTextRenderer.Dispose(); } if (SceneColorBrush != null) { SceneColorBrush.Dispose(); } if (RenderTarget2D != null) { RenderTarget2D.Dispose(); } if (FactoryDWrite != null) { FactoryDWrite.Dispose(); } if (Factory2D != null) { Factory2D.Dispose(); } } base.Dispose(disposing); }