protected virtual void Dispose(bool disposing) { if (!_disposed) { if (disposing) { if (ConstantSettingsBuffer != null) { ConstantSettingsBuffer.Dispose(); } if (SampleState != null) { SampleState.Dispose(); } if (ConstantMatrixBuffer != null) { ConstantMatrixBuffer.Dispose(); } if (Layout != null) { Layout.Dispose(); } if (PixelShader != null) { PixelShader.Dispose(); } if (VertexShader != null) { VertexShader.Dispose(); } } _disposed = true; } }
private void ShuddownShader() { // Release the Light constant buffer. ConstantLightBuffer?.Dispose(); ConstantLightBuffer = null; // Release the Light2 constant buffer. ConstantLightBuffer2?.Dispose(); ConstantLightBuffer2 = null; // Release the matrix constant buffer. ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; // Release the wrap sampler state. SamplerStateWrap?.Dispose(); SamplerStateWrap = null; // Release the clamp sampler state. SamplerStateClamp?.Dispose(); SamplerStateClamp = null; // Release the layout. Layout?.Dispose(); Layout = null; // Release the pixel shader. PixelShader?.Dispose(); PixelShader = null; // Release the vertex shader. VertexShader?.Dispose(); VertexShader = null; }
private void ShuddownShader() { // Release the sampler state. if (SamplerState != null) { SamplerState.Dispose(); SamplerState = null; } // Release the matrix constant buffer. if (ConstantMatrixBuffer != null) { ConstantMatrixBuffer.Dispose(); ConstantMatrixBuffer = null; } // Release the layout. if (Layout != null) { Layout.Dispose(); Layout = null; } // Release the pixel shader. if (PixelShader != null) { PixelShader.Dispose(); PixelShader = null; } // Release the vertex shader. if (VertexShader != null) { VertexShader.Dispose(); VertexShader = null; } }
private void ShuddownShader() { // Release the first WRAP sampler state. SamplerState1Wrap?.Dispose(); SamplerState1Wrap = null; // Release the Second CLAMP sampler state. SamplerState2Clamp?.Dispose(); SamplerState2Clamp = null; // Release the matrix constant buffer. ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; // Release the distortion constant buffer. ConstantDistortionBuffer?.Dispose(); ConstantDistortionBuffer = null; // Release the noise constant buffer. ConstantNoiseBuffer?.Dispose(); ConstantNoiseBuffer = null; // Release the layout. Layout?.Dispose(); Layout = null; // Release the pixel shader. PixelShader?.Dispose(); PixelShader = null; // Release the vertex shader. VertexShader?.Dispose(); VertexShader = null; }
private void ShutdownShader() { SamplerState?.Dispose(); SamplerState = null; ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; Layout?.Dispose(); Layout = null; PixelShader?.Dispose(); PixelShader = null; VertexShader?.Dispose(); VertexShader = null; }
public override void Shutdown() { ConstantLightBuffer?.Dispose(); ConstantLightBuffer = null; ConstantCameraBuffer?.Dispose(); ConstantCameraBuffer = null; ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; Layout?.Dispose(); Layout = null; PixelShader?.Dispose(); PixelShader = null; VertexShader?.Dispose(); VertexShader = null; }
private void ShuddownShader() { // Release the sampler state. SamplerState?.Dispose(); SamplerState = null; // Release the matrix constant buffer. ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; // Release the layout. Layout?.Dispose(); Layout = null; // Release the pixel shader. PixelShader?.Dispose(); PixelShader = null; // Release the vertex shader. VertexShader?.Dispose(); VertexShader = null; }
private void ShutdownShader() { // Release the gradient constant buffer. ConstantGradientBuffer?.Dispose(); ConstantGradientBuffer = null; // Release the matrix constant buffer. ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; // Release the layout. Layout?.Dispose(); Layout = null; // Release the pixel shader. PixelShader?.Dispose(); PixelShader = null; // Release the vertex shader. VertexShader?.Dispose(); VertexShader = null; }
public virtual void Shutdown() { ConstantLightBuffer?.Dispose(); ConstantLightBuffer = null; ConstantCameraBuffer?.Dispose(); ConstantCameraBuffer = null; ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; ConstantEditorParamsBuffer?.Dispose(); ConstantEditorParamsBuffer = null; SamplerState?.Dispose(); SamplerState = null; Layout?.Dispose(); Layout = null; PixelShader?.Dispose(); PixelShader = null; VertexShader?.Dispose(); VertexShader = null; }
public void Dispose() { ConstantLightBuffer?.Dispose(); ConstantLightBuffer = null; SamplerState?.Dispose(); SamplerState = null; ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; Layout?.Dispose(); Layout = null; PixelShader?.Dispose(); PixelShader = null; VertexShader?.Dispose(); VertexShader = null; }
private void ShuddownShader() { // Release the tessellation constant buffer. ConstantTessellationBuffer?.Dispose(); ConstantTessellationBuffer = null; // Release the matrix constant buffer. ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; // Release the layout. Layout?.Dispose(); Layout = null; // Release the Vertex shader. VertexShader?.Dispose(); VertexShader = null; // Release the Hull shader. PixelShader?.Dispose(); PixelShader = null; // Release the Domain shader. HullShader?.Dispose(); HullShader = null; // Release the Pixel shader. DomainShader?.Dispose(); DomainShader = null; }