protected override void OnDispose(bool disposeManagedResources) { ConstantBufferMapping.Dispose(); ShaderResourceViewMapping.Dispose(); UnorderedAccessViewMapping.Dispose(); SamplerMapping.Dispose(); base.OnDispose(disposeManagedResources); }
/// <summary> /// <see cref="ShaderBase.BindTexture(DeviceContext, string, ShaderResourceView)"/> /// </summary> /// <param name="context"></param> /// <param name="name"></param> /// <param name="texture"></param> public override void BindTexture(DeviceContext context, string name, ShaderResourceView texture) { int slot = ShaderResourceViewMapping.TryGetBindSlot(name); if (slot < 0) { return; } context.PixelShader.SetShaderResource(slot, texture); }