Esempio n. 1
0
 public void Dispose()
 {
     WaitForGpu();
     while (delayDestroy.Count > 0)
     {
         var p = delayDestroy.Dequeue();
         p.pipelineState?.Dispose();
         p.resource?.Dispose();
     }
     foreach (var commandAllocator in commandAllocators)
     {
         commandAllocator.Dispose();
     }
     if (screenResources != null)
     {
         foreach (var screenResource in screenResources)
         {
             screenResource.Dispose();
         }
     }
     dxgiFactory?.Dispose();
     commandQueue?.Dispose();
     cbvsrvuavHeap?.Dispose();
     dsvHeap?.Dispose();
     rtvHeap?.Dispose();
     swapChain?.Dispose();
     fence?.Dispose();
     device?.Dispose();
     adapter?.Dispose();
 }
Esempio n. 2
0
        protected override void PlatformDispose()
        {
            // Dispose staging buffers
            foreach (DeviceBuffer buffer in _availableStagingBuffers)
            {
                buffer.Dispose();
            }
            _availableStagingBuffers.Clear();

            _d3d11ResourceFactory.Dispose();
            _mainSwapchain?.Dispose();
            _immediateContext.Dispose();

            ID3D11Debug deviceDebug = _device.QueryInterfaceOrNull <ID3D11Debug>();

            _device.Dispose();
            _dxgiAdapter.Dispose();

            // Report live objects using DXGI if available (DXGIGetDebugInterface1 will fail on pre Windows 8 OS).
            if (VorticeDXGI.DXGIGetDebugInterface1(out IDXGIDebug1 dxgiDebug).Success)
            {
                deviceDebug?.Dispose();
                dxgiDebug.ReportLiveObjects(VorticeDXGI.All, ReportLiveObjectFlags.Summary | ReportLiveObjectFlags.IgnoreInternal);
                dxgiDebug.Dispose();
            }
Esempio n. 3
0
        protected override void PlatformDispose()
        {
            // Dispose staging buffers
            foreach (DeviceBuffer buffer in _availableStagingBuffers)
            {
                buffer.Dispose();
            }
            _availableStagingBuffers.Clear();

            _d3d11ResourceFactory.Dispose();
            _mainSwapchain?.Dispose();
            _immediateContext.Dispose();

            ID3D11Debug deviceDebug = _device.QueryInterfaceOrNull <ID3D11Debug>();

            _device.Dispose();
            _dxgiAdapter?.Dispose();

            // Need to enable native debugging to see live objects in VisualStudio console.
            if (deviceDebug != null)
            {
                deviceDebug.ReportLiveDeviceObjects(ReportLiveDeviceObjectFlags.Summary | ReportLiveDeviceObjectFlags.Detail | ReportLiveDeviceObjectFlags.IgnoreInternal);
                deviceDebug.Dispose();
            }
        }
        public void Dispose()
        {
            RenderTargetView.Dispose();
            BackBuffer.Dispose();
            DeviceContext.ClearState();
            DeviceContext.Flush();
            DeviceContext.Dispose();
            Device.Dispose();
            SwapChain.Dispose();
            Adapter.Dispose();
            Factory.Dispose();

            if (DXGIGetDebugInterface1(out IDXGIDebug1 dxgiDebug).Success)
            {
                dxgiDebug.ReportLiveObjects(All, ReportLiveObjectFlags.Summary | ReportLiveObjectFlags.IgnoreInternal);
                dxgiDebug.Dispose();
            }
        }
Esempio n. 5
0
        protected override void PlatformDispose()
        {
            _d3d11ResourceFactory.Dispose();
            _mainSwapchain?.Dispose();
            _immediateContext.Dispose();

            IDXGIDebug deviceDebug = _device.QueryInterfaceOrNull <IDXGIDebug>();

            _device.Dispose();
            _dxgiAdapter?.Dispose();

            if (deviceDebug != null)
            {
                deviceDebug.ReportLiveObjects(DXGI.All, ReportLiveObjectFlags.Summary);
                deviceDebug.ReportLiveObjects(DXGI.All, ReportLiveObjectFlags.Detail);
                deviceDebug.Dispose();
            }
        }