public void Dispose() { _fxLight?.Dispose(); _quadVao?.Dispose(); _circleVao?.Dispose(); _bsLight?.Dispose(); }
public override void Dispose() { _xBR?.Dispose(); _darknessBlend?.Dispose(); _altLightsBlend?.Dispose(); base.Dispose(); }
protected override void transitionComplete() { base.transitionComplete(); Core.content.unloadAsset <Texture2D>(_maskTexture.Name); _maskRenderTarget.Dispose(); _blendState.Dispose(); }
public void Dispose() { RasterizerState?.Dispose(); DepthStencilState?.Dispose(); BlendState?.Dispose(); OpenTK.Graphics.OpenGL4.GL.DeleteProgramPipeline(_nativePipeline); }
public void Dispose() { _graphicsDevice?.Dispose(); _assets?.Dispose(); _lightBlendState?.Dispose(); _stencilCullPass1?.Dispose(); _stencilCullPass2?.Dispose(); }
public void Dispose() { _vertexBuffer?.Dispose(); _indexBufferCage?.Dispose(); _indexBufferCube?.Dispose(); _decalShader?.Dispose(); _decalBlend?.Dispose(); }
public void Dispose() { VertexShader?.Dispose(); PixelShader?.Dispose(); RasterizerState?.Dispose(); DepthStencilState?.Dispose(); BlendState?.Dispose(); }
public void Dispose() { _graphicsDevice?.Dispose(); _assets?.Dispose(); _lightBlendState?.Dispose(); PointLightRenderModule.Dispose(); }
public void Dispose() { overlayTex?.Dispose(); blendState?.Dispose(); foreach (var overlay in Overlays) { overlay.Dispose(); } }
///<summary>Disposes all resources owned by this RenderContext.</summary> public void Dispose() { _defaultDepthStencilState.Dispose(); _defaultRasterizerState.Dispose(); _additiveBlend?.Dispose(); _overrideBlend?.Dispose(); _alphaBlend?.Dispose(); PlatformDispose(); }
public void Dispose() { sampler.Dispose(); vertexBuffer.Dispose(); oldTexture?.Dispose(); currentTexture?.Dispose(); bs.Dispose(); bs1.Dispose(); }
public new void Dispose() { if (cursorBS != null) { cursorBS.Dispose(); } base.Dispose(); }
public void Dispose() { overlay.Dispose(); aspectRatiosBufferManager.Dispose(); uiBlendState.Dispose(); backBufferView.Dispose(); swapChain.Dispose(); form.Dispose(); }
public void Dispose() { if (!disposed) { disposed = true; blendState.Dispose(); lineDrawer.Dispose(); } }
/// <summary> /// Frees all graphics resources used by the renderer. /// </summary> public void Dispose() { _vertexBuffer.Dispose(); _indexBuffer.Dispose(); _depthDisabledState.Dispose(); _blendState.Dispose(); _fontTextureBinding.Dispose(); _shaderSet.Dispose(); }
public void Dispose() { // Release all resources figures.Dispose(); if (ctx != null) { ctx.ClearState(); ctx.Flush(); ctx.Dispose(); } if (il != null) { il.Dispose(); } if (effect != null) { effect.Dispose(); } if (hmd != null) { keyboard.Dispose(); directInput.Dispose(); mtex.Dispose(); layers.Dispose(); eye_texes[0].Dispose(); eye_texes[1].Dispose(); default_rasterizer_state.Dispose(); default_depth_stencil_state.Dispose(); default_blend_state.Dispose(); ztex_view.Dispose(); ztex.Dispose(); buf0_view.Dispose(); buf0.Dispose(); swap_chain.Dispose(); dxgi_factory.Dispose(); // Disposing the device, before the hmd, will cause the hmd to fail when disposing. // Disposing the device, after the hmd, will cause the dispose of the device to fail. // It looks as if the hmd steals ownership of the device and destroys it, when it's shutting down. // device.Dispose(); hmd.Dispose(); } oculus.Dispose(); }
protected virtual void Dispose(bool disposing) { Unload(); if (disposing) { if (_BlendState != null) { _BlendState.Dispose(); } _BlendState = null; if (_DepthStencilView != null) { _DepthStencilView.Dispose(); } _DepthStencilView = null; if (_DepthStencil != null) { _DepthStencil.Dispose(); } _DepthStencil = null; if (_RasterizerState != null) { _RasterizerState.Dispose(); } _RasterizerState = null; if (_RenderTargetView != null) { _RenderTargetView.Dispose(); } _RenderTargetView = null; if (_RenderTarget != null) { _RenderTarget.Dispose(); } _RenderTarget = null; if (_StencilState != null) { _StencilState = null; } _StencilState = null; if (_Device != null) { _Device.Dispose(); } _Device = null; } }
public void Dispose() { _fxShadow?.Dispose(); _fxHull?.Dispose(); _bsShadow?.Dispose(); _bsHull?.Dispose(); foreach (LightVaos lightVaos in _lightsVaos.Values) { lightVaos.ShadowVao?.Dispose(); lightVaos.HullVao?.Dispose(); } }
public void Dispose() { _fxShadow?.Dispose(); _fxHull?.Dispose(); _bsShadow?.Dispose(); _bsHull?.Dispose(); foreach (var shadowAndHullTuple in _lightsVaos.Values) { shadowAndHullTuple.Item1.Dispose(); shadowAndHullTuple.Item2.Dispose(); } }
public override void Dispose() { geometryShader?.Dispose(); vertexShader?.Dispose(); pixelShader?.Dispose(); layout?.Dispose(); Texture?.Dispose(); blendStateDepth?.Dispose(); depthStencilStateNoDepth?.Dispose(); }
public static void 全インスタンスで共有するリソースを解放する() { using var _ = new LogBlock(Log.現在のメソッド名); _ConstantBuffer.Dispose(); _SamplerState.Dispose(); _RasterizerState.Dispose(); _BlendState加算合成.Dispose(); _BlendState通常合成.Dispose(); _PixelShader.Dispose(); _VertexShader.Dispose(); }
private void Dispose(bool disposing) { if (!this.disposed) { if (disposing) { // cleanup managed stuff } // cleanup unmanaged stuff if (_device != null) { _device.Dispose(); } if (_swapChain != null) { _swapChain.Dispose(); } if (_renderTargetView != null) { _renderTargetView.Dispose(); } if (_depthStencilBuffer != null) { _depthStencilBuffer.Dispose(); } if (_depthStencilView != null) { _depthStencilView.Dispose(); } if (_depthStencilState != null) { _depthStencilState.Dispose(); } if (_alphaEnableBlendingState != null) { _alphaEnableBlendingState.Dispose(); } if (_alphaDisabledBlendingState != null) { _alphaDisabledBlendingState.Dispose(); } _device = null; _swapChain = null; _renderTargetView = null; _depthStencilView = null; _depthStencilBuffer = null; disposed = true; } }
/// <summary> /// Dispose element /// </summary> public void Dispose() { _rasterState.Dispose(); _blendState.Dispose(); _depthState.Dispose(); _samplerState.Dispose(); _backbufferView.Dispose(); _zbufferView.Dispose(); _swapchain.Dispose(); _deviceContext.Dispose(); _device.Dispose(); }
protected override void FreeResource() { BlendState.Dispose(); DepthStencilState.Dispose(); RasterizerState.Dispose(); foreach (var samplerBinding in Samplers) { samplerBinding.Dispose(); } VertexShader.Dispose(); PixelShader.Dispose(); }
/// <summary> /// 内部objectを破棄します。 /// </summary> public void Dispose() { figures.Dispose(); if (ctx != null) { ctx.ClearState(); ctx.Flush(); ctx.Dispose(); } default_rasterizer_state.Dispose(); default_depth_stencil_state.Dispose(); default_blend_state.Dispose(); if (ztex_view != null) { ztex_view.Dispose(); } if (ztex != null) { ztex.Dispose(); } if (buf0_view != null) { buf0_view.Dispose(); } if (buf0 != null) { buf0.Dispose(); } if (swap_chain != null) { swap_chain.Dispose(); } if (il != null) { il.Dispose(); } if (effect != null) { effect.Dispose(); } if (device != null) { device.Dispose(); } }
public override void Dispose() { rasterizerStateDefault?.Dispose(); rasterizerStateDefaultNC?.Dispose(); rasterizerStateWireframe?.Dispose(); blendStateDefault?.Dispose(); blendStateAddColour?.Dispose(); blendStateDepth?.Dispose(); depthStencilStateSolid?.Dispose(); depthStencilStateTranslucent?.Dispose(); depthStencilStateDepth?.Dispose(); }
public void Dispose() { Vb.Dispose(); Ib.Dispose(); if (Tex != null) { Tex.Dispose(); } if (Blen != null) { Blen.Dispose(); } //if (Rast != null) Rast.Dispose(); }
private void Dispose(bool disposing) { if (!_disposed) { if (disposing) { Additive.Dispose(); AlphaBlend.Dispose(); NonPremultiplied.Dispose(); Opaque.Dispose(); Default.Dispose(); } _disposed = true; } }
public void Shutdown() { swapChain.SetFullscreenState(false, null); alphaEnableBlendingState.Dispose(); alphaDisableBlendingState.Dispose(); rasterizerState.Dispose(); depthStencilView.Dispose(); depthDisabledStencilState.Dispose(); depthStencilState.Dispose(); depthStencilBuffer.Dispose(); renderTargetView.Dispose(); DeviceContext.Dispose(); Device.Dispose(); swapChain.Dispose(); }
public void Dispose() { _vertexLayout?.Dispose(); _vertexShader?.Dispose(); _pixelShader?.Dispose(); _blendState?.Dispose(); _dynamicConstantBuffer?.Dispose(); if (!_vertexBufferExternal) { _vertexBuffer?.Dispose(); } _dx.RemoveRef(); }