public void Dispose() { dev.WaitIdle(); frameBuffer?.Dispose(); gbColorRough.Dispose(); gbEmitMetal.Dispose(); gbN_AO.Dispose(); gbPos.Dispose(); hdrImgResolved.Dispose(); gBuffPipeline.Dispose(); composePipeline.Dispose(); //toneMappingPipeline.Dispose (); debugPipeline?.Dispose(); descLayoutMain.Dispose(); descLayoutTextures?.Dispose(); descLayoutGBuff.Dispose(); uboMatrices.Dispose(); uboLights.Dispose(); model.Dispose(); envCube.Dispose(); #if WITH_SHADOWS shadowMapRenderer.Dispose(); #endif descriptorPool.Dispose(); dev.DestroySemaphore(DrawComplete); }
public void Dispose() { dev.WaitIdle(); for (int i = 0; i < swapChain.ImageCount; ++i) { frameBuffers[i]?.Dispose(); } gbColorRough.Dispose(); gbEmitMetal.Dispose(); gbN_AO.Dispose(); gbPos.Dispose(); hdrImg.Dispose(); gBuffPipeline.Dispose(); composePipeline.Dispose(); toneMappingPipeline.Dispose(); debugPipeline.Dispose(); descLayoutMain.Dispose(); descLayoutTextures?.Dispose(); descLayoutGBuff.Dispose(); uboMatrices.Dispose(); uboLights.Dispose(); model.Dispose(); envCube.Dispose(); #if WITH_SHADOWS shadowMapRenderer.Dispose(); #endif descriptorPool.Dispose(); }
protected override void Dispose(bool disposing) { model.Dispose(); envCube.Dispose(); descLayoutMain.Dispose(); descLayoutTextures.Dispose(); descriptorPool.Dispose(); uboMats.Dispose(); base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { if (!isDisposed) { dev.WaitIdle(); for (int i = 0; i < swapChain.ImageCount; ++i) { frameBuffers[i]?.Dispose(); } gbColorRough.Dispose(); gbEmitMetal.Dispose(); gbN.Dispose(); gbPos.Dispose(); gBuffPipeline.Dispose(); composePipeline.Dispose(); descLayoutMain.Dispose(); descLayoutModelTextures.Dispose(); descLayoutGBuff.Dispose(); uboMats.Dispose(); model.Dispose(); envCube.Dispose(); descriptorPool.Dispose(); #if DEBUG foreach (Framebuffer fb in debugFB) { fb.Dispose(); } debugDraw.Dispose(); timestampQPool?.Dispose(); statPool?.Dispose(); #endif } } base.Dispose(disposing); }