Esempio n. 1
0
 protected virtual void Dispose(bool disposing)
 {
     if (!_disposed)
     {
         if (disposing)
         {
             if (ConstantSettingsBuffer != null)
             {
                 ConstantSettingsBuffer.Dispose();
             }
             if (SampleState != null)
             {
                 SampleState.Dispose();
             }
             if (ConstantMatrixBuffer != null)
             {
                 ConstantMatrixBuffer.Dispose();
             }
             if (Layout != null)
             {
                 Layout.Dispose();
             }
             if (PixelShader != null)
             {
                 PixelShader.Dispose();
             }
             if (VertexShader != null)
             {
                 VertexShader.Dispose();
             }
         }
         _disposed = true;
     }
 }
Esempio n. 2
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;
 }
 private void ShuddownShader()
 {
     // Release the sampler state.
     if (SamplerState != null)
     {
         SamplerState.Dispose();
         SamplerState = null;
     }
     // Release the matrix constant buffer.
     if (ConstantMatrixBuffer != null)
     {
         ConstantMatrixBuffer.Dispose();
         ConstantMatrixBuffer = 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;
     }
 }
 private void ShuddownShader()
 {
     // Release the first WRAP sampler state.
     SamplerState1Wrap?.Dispose();
     SamplerState1Wrap = null;
     // Release the Second CLAMP sampler state.
     SamplerState2Clamp?.Dispose();
     SamplerState2Clamp = null;
     // Release the matrix constant buffer.
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     // Release the distortion constant buffer.
     ConstantDistortionBuffer?.Dispose();
     ConstantDistortionBuffer = null;
     // Release the noise constant buffer.
     ConstantNoiseBuffer?.Dispose();
     ConstantNoiseBuffer = null;
     // Release the layout.
     Layout?.Dispose();
     Layout = null;
     // Release the pixel shader.
     PixelShader?.Dispose();
     PixelShader = null;
     // Release the vertex shader.
     VertexShader?.Dispose();
     VertexShader = null;
 }
 private void ShutdownShader()
 {
     SamplerState?.Dispose();
     SamplerState = null;
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     Layout?.Dispose();
     Layout = null;
     PixelShader?.Dispose();
     PixelShader = null;
     VertexShader?.Dispose();
     VertexShader = null;
 }
Esempio n. 6
0
 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;
 }
Esempio n. 7
0
 private void ShuddownShader()
 {
     // Release the sampler state.
     SamplerState?.Dispose();
     SamplerState = null;
     // Release the matrix constant buffer.
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     // Release the layout.
     Layout?.Dispose();
     Layout = null;
     // Release the pixel shader.
     PixelShader?.Dispose();
     PixelShader = null;
     // Release the vertex shader.
     VertexShader?.Dispose();
     VertexShader = null;
 }
 private void ShutdownShader()
 {
     // Release the gradient constant buffer.
     ConstantGradientBuffer?.Dispose();
     ConstantGradientBuffer = null;
     // Release the matrix constant buffer.
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     // Release the layout.
     Layout?.Dispose();
     Layout = null;
     // Release the pixel shader.
     PixelShader?.Dispose();
     PixelShader = null;
     // Release the vertex shader.
     VertexShader?.Dispose();
     VertexShader = null;
 }
Esempio n. 9
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;
 }
Esempio n. 10
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;
        }
 private void ShuddownShader()
 {
     // Release the tessellation constant buffer.
     ConstantTessellationBuffer?.Dispose();
     ConstantTessellationBuffer = null;
     // Release the matrix constant buffer.
     ConstantMatrixBuffer?.Dispose();
     ConstantMatrixBuffer = null;
     // Release the layout.
     Layout?.Dispose();
     Layout = null;
     // Release the Vertex shader.
     VertexShader?.Dispose();
     VertexShader = null;
     // Release the Hull shader.
     PixelShader?.Dispose();
     PixelShader = null;
     // Release the Domain shader.
     HullShader?.Dispose();
     HullShader = null;
     // Release the Pixel shader.
     DomainShader?.Dispose();
     DomainShader = null;
 }