/// <summary> /// Dispose /// </summary> /// <param name="disposing">disposing</param> protected override void Dispose(bool disposing) { try { if (disposing) { { DisposeHelper.DisposeAndNullify(ref _vertexShaderConstantBuffer); DisposeHelper.DisposeAndNullify(ref _geometryShaderConstantBuffer); DisposeHelper.DisposeAndNullify(ref _vertexShaderSharedResource); DisposeHelper.DisposeAndNullify(ref _inputLayoutSharedResource); DisposeHelper.DisposeAndNullify(ref _vertexShaderPerPointColorSharedResource); DisposeHelper.DisposeAndNullify(ref _inputLayoutPerPointColorSharedResource); DisposeHelper.DisposeAndNullify(ref _geometryShaderSharedResource); DisposeHelper.DisposeAndNullify(ref _pixelShaderSharedResource); _dxDevice = null; _renderingContext = null; } } } finally { base.Dispose(disposing); } }
private void DiposeMsaaBuffers() { DisposeHelper.DisposeAndNullify(ref _msaaBackBuffer); DisposeHelper.DisposeAndNullify(ref _msaaDepthStencilView); DisposeHelper.DisposeAndNullify(ref _msaaBackBufferRenderTargetView); _msaaBackBufferDescription = new Texture2DDescription(); // Reset the description values }
private void DisposeOutlineBackBuffers() { DisposeHelper.DisposeAndNullify(ref _outlineBackBuffer); DisposeHelper.DisposeAndNullify(ref _outlineRenderTargetView); DisposeHelper.DisposeAndNullify(ref _outlineDepthStencilView); DisposeHelper.DisposeAndNullify(ref _outlineShaderResourceView); DisposeHelper.DisposeAndNullify(ref _blurredOutlineBackBuffer); DisposeHelper.DisposeAndNullify(ref _blurredRenderTargetView); DisposeHelper.DisposeAndNullify(ref _blurredShaderResourceView); // Reset structs _outlineBackBufferDescription = new Texture2DDescription(); }