void Dispose(bool fin) { state = CacheableState.Disposed; if (driverPart != null) { driverPart.Dispose(); driverPart = null; } if (!fin) { GC.SuppressFinalize(this); } else { Common.NotDisposed(this, "If shader is created manually, you must dispose it, otherwise dispose the ShaderCode."); } }
/// <summary> /// Device constructor. /// </summary> internal GShader(Driver.IGShader s, FixedShaderParameters p, ShaderCode d) { dag = d; fixedParams = p; driverPart = s; }