/// <summary> /// レンダーターゲットをリセットします. /// </summary> private void ResetTargets() { // ターゲットを破棄 if (RenderTargetView != null && !RenderTargetView.Disposed) { RenderTargetView.Dispose(); } if (RenderTarget != null && !RenderTarget.Disposed) { RenderTarget.Dispose(); } if (DepthTargetView != null && !DepthTargetView.Disposed) { DepthTargetView.Dispose(); } if (DepthTarget != null && !DepthTarget.Disposed) { DepthTarget.Dispose(); } Device device = Context.DeviceManager.Device; //深度ステンシルバッファの初期化 //レンダーターゲットの初期化 renderTarget = new Texture2D(device, getRenderTargetTexture2DDescription()); renderTargetView = new RenderTargetView(device, RenderTarget); //深度ステンシルバッファの初期化 depthTarget = new Texture2D(device, getDepthBufferTexture2DDescription()); depthTargetView = new DepthStencilView(device, DepthTarget); SetViewport(); }
/// <summary> /// リサイズ時などのためにDepthtargetViewとRenderTargetViewをDisposeします。 /// nullの場合はスキップされます。 /// </summary> protected void DisposeTargetViews() { if (RenderTargetView != null && !RenderTargetView.Disposed) { RenderTargetView.Dispose(); } if (DepthTargetView != null && !DepthTargetView.Disposed) { DepthTargetView.Dispose(); } }
public void Dispose() { RenderTexture.Dispose(); DepthTexture.Dispose(); RenderTargetView.Dispose(); RenderSourceView.Dispose(); DepthTargetView.Dispose(); DepthResourceView.Dispose(); ResolveTexture.Dispose(); ResolveTargetView.Dispose(); ResolveSourceView.Dispose(); }
public void Dispose() { AccumTexture.Dispose(); AccumTargetView.Dispose(); AccumResourceView.Dispose(); RevealageTexture.Dispose(); RevealageTargetView.Dispose(); RevealageSourceView.Dispose(); DepthTexture.Dispose(); DepthTargetView.Dispose(); DepthSourceView.Dispose(); depthCopyingStates.Dispose(); compositingStates.Dispose(); }
public override void Dispose() { if (WorldSpace != null) { WorldSpace.Dispose(); } if (RenderTargetView != null && !RenderTargetView.Disposed) { RenderTargetView.Dispose(); } if (DepthTargetView != null && !DepthTargetView.Disposed) { DepthTargetView.Dispose(); } if (SwapChain != null && !SwapChain.Disposed) { SwapChain.Dispose(); } HitChekcer.Dispose(); }