private static void ParseShader(D3D10EffectImplementation parent, D3D.Effect effect, D3D.EffectShaderVariable shaderVar) { D3D.EffectVariable testElem = shaderVar.GetElement(0); if (testElem == null) { if (shaderVar.IsValid) { D3D.ShaderDescription shDesc; shaderVar.GetShaderDescription(0, out shDesc); D3DC.ShaderReflection reflect = new D3DC.ShaderReflection(shDesc.Bytecode); ParseShaderParameters(parent, effect, reflect); //Dispose of the reflection variable *and* the bytecode/signature of the shader desc...bytecode will reported as a leaked in ObjectTable reflect.Dispose(); shDesc.Signature.Dispose(); shDesc.Bytecode.Dispose(); } } else { int k = 1; while ((testElem = shaderVar.GetElement(k)) != null) { if (testElem.IsValid) { D3D.ShaderDescription shDesc; testElem.AsShader().GetShaderDescription(0, out shDesc); D3DC.ShaderReflection reflect = new D3DC.ShaderReflection(shDesc.Bytecode); ParseShaderParameters(parent, effect, reflect); //Dispose of the reflection variable *and* the bytecode/signature of the shader desc...bytecode will reported as a leaked in ObjectTable reflect.Dispose(); shDesc.Signature.Dispose(); shDesc.Bytecode.Dispose(); } k++; } } }
public void Dispose() { reflector_.Dispose(); }