/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> public void Dispose() { for (int i = 0; i < _volumeRtSections.Length; ++i) { _volumeSections[i]?.Dispose(); _volumeRtSections[i]?.Dispose(); } _textureView = null; _cube?.Dispose(); _volumeScaleFactor?.Dispose(); _volumeRayParams?.Dispose(); _cubeTransform?.Dispose(); _cubePosShader?.Dispose(); _cubeDirShader?.Dispose(); _cubeVs?.Dispose(); _inputLayout?.Dispose(); _cubeTransform = null; _inputLayout = null; _cube = null; _volumeScaleFactor = null; _volumeRayParams = null; _cubePosShader = null; _cubeDirShader = null; _cubeVs = null; }
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!_disposed) { if (disposing) { if (Passes[0].PixelShader != null) { Passes[0].PixelShader.Dispose(); } Passes[0].PixelShader = null; if (_1BitBuffer != null) { _1BitBuffer.Dispose(); _1BitBuffer = null; } } _disposed = true; } base.Dispose(disposing); }
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!_disposed) { if (disposing) { if (_embossShader != null) { _embossShader.Dispose(); } if (_sharpenShader != null) { _sharpenShader.Dispose(); } if (_sharpenEmbossBuffer != null) { _sharpenEmbossBuffer.Dispose(); } } _embossShader = null; _sharpenShader = null; _disposed = true; } base.Dispose(disposing); }
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!_disposed) { if (disposing) { if (Passes[1].PixelShader != null) { Passes[1].PixelShader.Dispose(); } if (_displacementBuffer != null) { _displacementBuffer.Dispose(); } FreeResources(); } _displacementBuffer = null; Passes[1].PixelShader = null; _disposed = true; } base.Dispose(disposing); }
/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> private void Dispose(bool disposing) { if (_disposed) { return; } if (disposing) { if (_cameraBuffer != null) { _cameraBuffer.Dispose(); } if (_worldBuffer != null) { _worldBuffer.Dispose(); } if (_projViewBuffer != null) { _projViewBuffer.Dispose(); } } _disposed = true; }
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!_disposed) { if (disposing) { if (_blurStaticBuffer != null) { _blurStaticBuffer.Dispose(); } if (_blurBuffer != null) { _blurBuffer.Dispose(); } if (_blurKernelStream != null) { _blurKernelStream.Dispose(); } if (Passes[0].PixelShader != null) { Passes[0].PixelShader.Dispose(); } FreeResources(); } Passes[0].PixelShader = null; _disposed = true; } base.Dispose(disposing); }
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!_disposed) { if (disposing) { if (_linearDodgeBurn != null) { _linearDodgeBurn.Dispose(); } if (_dodgeBurn != null) { _dodgeBurn.Dispose(); } if (_burnDodgeBuffer != null) { _burnDodgeBuffer.Dispose(); } } _burnDodgeBuffer = null; _linearDodgeBurn = null; _dodgeBurn = null; _disposed = true; } base.Dispose(disposing); }
/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> private void Dispose(bool disposing) { if (_disposed) { return; } if (disposing) { if (_lightStore != null) { _lightStore.Dispose(); } if (_buffer != null) { _buffer.Dispose(); } } _disposed = true; }
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!_disposed) { if (disposing) { if (_posterizeBuffer != null) { _posterizeBuffer.Dispose(); } if (Passes[0].PixelShader != null) { Passes[0].PixelShader.Dispose(); } } Passes[0].PixelShader = null; _disposed = true; } base.Dispose(disposing); }
/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!_disposed) { if (disposing) { FreeResources(); if (Passes[0].PixelShader != null) { Passes[0].PixelShader.Dispose(); Passes[0].PixelShader = null; } if (_timingBuffer != null) { _timingBuffer.Dispose(); _timingBuffer = null; } if (_scratchBuffer != null) { _scratchBuffer.Dispose(); _scratchBuffer = null; } if (_sepiaBuffer != null) { _sepiaBuffer.Dispose(); _sepiaBuffer = null; } } _disposed = true; } base.Dispose(disposing); }
static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); try { Initialize(); Gorgon.Run(_form, Idle); } catch (Exception ex) { GorgonException.Catch(ex, () => GorgonDialogs.ErrorBox(null, ex)); } finally { if (_materialBuffer != null) { _materialBuffer.Dispose(); } if (_normalEarfMap != null) { _normalEarfMap.Dispose(); } if (_normalMap != null) { _normalMap.Dispose(); } if (_specEarfMap != null) { _specEarfMap.Dispose(); } if (_specMap != null) { _specMap.Dispose(); } if (_cloudMap != null) { _cloudMap.Dispose(); } if (_clouds != null) { _clouds.Dispose(); } if (_sphere != null) { _sphere.Dispose(); } if (_light != null) { _light.Dispose(); } if (_cube != null) { _cube.Dispose(); } if (_plane != null) { _plane.Dispose(); } if (_triangle != null) { _triangle.Dispose(); } if (_wvp != null) { _wvp.Dispose(); } if (_renderer2D != null) { _renderer2D.Dispose(); } if (_swapChain != null) { _swapChain.Dispose(); } if (_graphics != null) { _graphics.Dispose(); } } }
/// <summary> /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. /// </summary> public void Dispose() => _sobelData?.Dispose();