コード例 #1
0
 protected override void DestroyImpl()
 {
     // Do not release _nativeDeviceChild, as it is owned by the texture.
     // _renderTargetView should keep it alive anyway.
     //base.DestroyImpl();
     _nativeDeviceChild = null;
     Utilities.Dispose(ref _renderTargetView);
 }
コード例 #2
0
        /// <inheritdoc/>
        protected internal override void OnDestroyed()
        {
            // Recycle heaps
            ResetSrvHeap(false);
            ResetSamplerHeap(false);

            // Available right now (NextFenceValue - 1)
            // TODO: Note that it won't be available right away because CommandAllocators is currently not using a PriorityQueue but a simple Queue
            if (nativeCommandAllocator != null)
            {
                GraphicsDevice.CommandAllocators.RecycleObject(GraphicsDevice.NextFenceValue - 1, nativeCommandAllocator);
                nativeCommandAllocator = null;
            }

            Utilities.Dispose(ref NativeCommandList);

            base.OnDestroyed();
        }