public void Shutdown() { SwapChain?.SetFullscreenState(false, null); m_RSSolid?.Dispose(); m_RSSolid = null; m_RSWireFrame?.Dispose(); m_RSWireFrame = null; m_RSCullSolid?.Dispose(); m_RSCullSolid = null; m_RSCullWireFrame?.Dispose(); m_RSCullWireFrame = null; m_DepthStencilView?.Dispose(); m_DepthStencilView = null; DepthStencilState?.Dispose(); DepthStencilState = null; m_depthStencilBuffer?.Dispose(); m_depthStencilBuffer = null; m_RenderTargetView?.Dispose(); m_RenderTargetView = null; DeviceContext?.Dispose(); DeviceContext = null; Device?.Dispose(); Device = null; SwapChain?.Dispose(); SwapChain = null; }
public virtual void Dispose() { if (mState != null) { mState.Dispose(); } }
public void Dispose() { if (!disposed) { disposed = true; Background.Dispose(); CompressToSwap.Dispose(); SphereRenderer.Dispose(); CapsuleRenderer.Dispose(); UILineRenderer.Dispose(); GlyphRenderer.Dispose(); depthBuffer.Dispose(); dsv.Dispose(); colorBuffer.Dispose(); rtv.Dispose(); rasterizerState.Dispose(); opaqueDepthState.Dispose(); opaqueBlendState.Dispose(); uiDepthState.Dispose(); uiBlendState.Dispose(); } }
public void Dispose() { if (!disposed) { disposed = true; Background.Dispose(); CompressToSwap.Dispose(); SphereRenderer.Dispose(); CapsuleRenderer.Dispose(); BoxRenderer.Dispose(); TriangleRenderer.Dispose(); MeshRenderer.Dispose(); UILineRenderer.Dispose(); GlyphRenderer.Dispose(); dsv.Dispose(); depthBuffer.Dispose(); rtv.Dispose(); colorBuffer.Dispose(); resolvedSRV.Dispose(); resolvedRTV.Dispose(); resolvedColorBuffer.Dispose(); rasterizerState.Dispose(); opaqueDepthState.Dispose(); opaqueBlendState.Dispose(); a2cBlendState.Dispose(); uiDepthState.Dispose(); uiBlendState.Dispose(); Shapes.Dispose(); } }
public void ShutDown() { SwapChain?.SetFullscreenState(false, null); AlphaEnableBlendingState?.Dispose(); AlphaEnableBlendingState = null; AlphaDisableBlendingState?.Dispose(); AlphaDisableBlendingState = null; DepthDisabledStencilState?.Dispose(); DepthDisabledStencilState = null; RasterState?.Dispose(); RasterState = null; RasterStateNoCulling?.Dispose(); RasterStateNoCulling = null; RasterStateWirefram?.Dispose(); RasterStateWirefram = null; DepthStencilView?.Dispose(); DepthStencilView = null; DepthStencilState?.Dispose(); DepthStencilState = null; DepthStencilBuffer?.Dispose(); DepthStencilBuffer = null; RenderTargetView?.Dispose(); RenderTargetView = null; DeviceContext?.Dispose(); DeviceContext = null; Device?.Dispose(); Device = null; SwapChain?.Dispose(); SwapChain = null; }
public void ShutDown() { // Before shutting down set to windowed mode or when you release the swap chain it will throw an exception. SwapChain?.SetFullscreenState(false, null); // Dispose of all objects. DepthDisabledStencilState?.Dispose(); DepthDisabledStencilState = null; RasterState?.Dispose(); RasterState = null; DepthStencilView?.Dispose(); DepthStencilView = null; DepthStencilState?.Dispose(); DepthStencilState = null; DepthStencilBuffer?.Dispose(); DepthStencilBuffer = null; RenderTargetView?.Dispose(); RenderTargetView = null; DeviceContext?.Dispose(); DeviceContext = null; Device?.Dispose(); Device = null; SwapChain?.Dispose(); SwapChain = null; }
private void InitializeDepthStencilState(Device device) { DepthStencilStateDescription depthStencilDescription; depthStencilDescription.IsDepthEnabled = true; depthStencilDescription.DepthWriteMask = DepthWriteMask.All; depthStencilDescription.DepthComparison = Comparison.Less; depthStencilDescription.IsStencilEnabled = true; depthStencilDescription.StencilReadMask = 0xFF; depthStencilDescription.StencilWriteMask = 0xFF; depthStencilDescription.FrontFace.FailOperation = StencilOperation.Keep; depthStencilDescription.FrontFace.DepthFailOperation = StencilOperation.Keep; depthStencilDescription.FrontFace.PassOperation = StencilOperation.Keep; depthStencilDescription.FrontFace.Comparison = Comparison.Always; depthStencilDescription.BackFace.FailOperation = StencilOperation.Keep; depthStencilDescription.BackFace.DepthFailOperation = StencilOperation.Decrement; depthStencilDescription.BackFace.PassOperation = StencilOperation.Keep; depthStencilDescription.BackFace.Comparison = Comparison.Always; DepthStencilState?.Dispose(); DepthStencilState = new DepthStencilState(device, depthStencilDescription); }
public void Dispose() { _constants.Dispose(); if (m_ds != null) { m_ds.Dispose(); m_ds = null; } if (m_rs != null) { m_rs.Dispose(); m_rs = null; } if (m_ss != null) { m_ss.Dispose(); m_ss = null; } if (m_srv != null) { m_srv.Dispose(); m_srv = null; } if (Shader != null) { Shader.Dispose(); Shader = null; } }
public void Dispose() { _drawIndexedHook?.Deactivate(); _drawIndexedHook?.Dispose(); _depthDisabledState?.Dispose(); // Don't dispose _deviceContext, it will crash the application or game }
public void Dispose() { VertexShader?.Dispose(); PixelShader?.Dispose(); RasterizerState?.Dispose(); DepthStencilState?.Dispose(); BlendState?.Dispose(); }
public void Dispose() { _graphicsDevice?.Dispose(); _assets?.Dispose(); _lightBlendState?.Dispose(); _stencilCullPass1?.Dispose(); _stencilCullPass2?.Dispose(); }
public void Dispose() { RasterizerState?.Dispose(); DepthStencilState?.Dispose(); BlendState?.Dispose(); OpenTK.Graphics.OpenGL4.GL.DeleteProgramPipeline(_nativePipeline); }
///<summary>Disposes all resources owned by this RenderContext.</summary> public void Dispose() { _defaultDepthStencilState.Dispose(); _defaultRasterizerState.Dispose(); _additiveBlend?.Dispose(); _overrideBlend?.Dispose(); _alphaBlend?.Dispose(); PlatformDispose(); }
internal static void Load() { Standard?.Dispose(); NoDepth?.Dispose(); MakeNoDepthDesc(); MakeDepthEnabledState(); Standard = new DepthStencilState(Renderer.Device, DepthStencilStateDescription.Default()); }
public void Dispose() { SwapChain.Dispose(); RenderTargetView.Dispose(); DepthStencilState.Dispose(); DepthStencilView.Dispose(); DepthStencilTexture.Dispose(); RasterizerState.Dispose(); }
/// <summary> /// Frees all graphics resources used by the renderer. /// </summary> public void Dispose() { _vertexBuffer.Dispose(); _indexBuffer.Dispose(); _depthDisabledState.Dispose(); _blendState.Dispose(); _fontTextureBinding.Dispose(); _shaderSet.Dispose(); }
public void Shutdown() { // Before shutting down set to windowed mode or when you release the swap chain it will throw an exception. if (SwapChain != null) { SwapChain.SetFullscreenState(false, null); } if (DepthDisabledStencilState != null) { DepthDisabledStencilState.Dispose(); DepthDisabledStencilState = null; } if (RasterState != null) { RasterState.Dispose(); RasterState = null; } if (DepthStencilView != null) { DepthStencilView.Dispose(); DepthStencilView = null; } if (DepthStencilState != null) { DepthStencilState.Dispose(); DepthStencilState = null; } if (DepthStencilBuffer != null) { DepthStencilBuffer.Dispose(); DepthStencilBuffer = null; } if (RenderTargetView != null) { RenderTargetView.Dispose(); RenderTargetView = null; } if (Device != null) { Device.Dispose(); Device = null; } if (SwapChain != null) { SwapChain.Dispose(); SwapChain = null; } }
private void Dispose(bool disposing) { if (mState != null) { mState.Dispose(); mState = null; } mContext = null; }
public void ShutDown() { depthStencilState.Dispose(); depthStencil.Dispose(); depthStencilTexture.Dispose(); renderTarget.Dispose(); backBufferTexture.Dispose(); swapChain.Dispose(); device.Dispose(); }
public void Dispose() { // Release all resources figures.Dispose(); if (ctx != null) { ctx.ClearState(); ctx.Flush(); ctx.Dispose(); } if (il != null) { il.Dispose(); } if (effect != null) { effect.Dispose(); } if (hmd != null) { keyboard.Dispose(); directInput.Dispose(); mtex.Dispose(); layers.Dispose(); eye_texes[0].Dispose(); eye_texes[1].Dispose(); default_rasterizer_state.Dispose(); default_depth_stencil_state.Dispose(); default_blend_state.Dispose(); ztex_view.Dispose(); ztex.Dispose(); buf0_view.Dispose(); buf0.Dispose(); swap_chain.Dispose(); dxgi_factory.Dispose(); // Disposing the device, before the hmd, will cause the hmd to fail when disposing. // Disposing the device, after the hmd, will cause the dispose of the device to fail. // It looks as if the hmd steals ownership of the device and destroys it, when it's shutting down. // device.Dispose(); hmd.Dispose(); } oculus.Dispose(); }
public void Dispose() { if (!disposed) { disposed = true; constants.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); depthState.Dispose(); } }
public override void GenerateShadowMaps(Device device, DeviceContext deviceContext, CRenderScene renderScene) { UserDefinedAnnotation annotation = deviceContext.QueryInterface <UserDefinedAnnotation>(); annotation.BeginEvent("SpotLightShadowMap"); deviceContext.Rasterizer.SetViewport(0.0f, 0.0f, CStaticRendererCvars.ShadowMapSize, CStaticRendererCvars.ShadowMapSize); deviceContext.ClearDepthStencilView(ShadowMapTexture.GetRenderTarget(), DepthStencilClearFlags.Depth, 1.0f, 0); deviceContext.OutputMerger.SetRenderTargets(ShadowMapTexture.GetRenderTarget()); DepthStencilStateDescription depthStateDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = false, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, }; DepthStencilState depthState = new DepthStencilState(device, depthStateDesc); deviceContext.OutputMerger.SetDepthStencilState(depthState); SSceneViewInfo viewInfo = new SSceneViewInfo() { FitProjectionToScene = false, Fov = MathUtil.Pi / 2.0f, ScreenFar = Range, ScreenNear = 0.1f, ScreenHeight = CStaticRendererCvars.ShadowMapSize, ScreenWidth = CStaticRendererCvars.ShadowMapSize, ScreenLeft = 0.0f, ScreenTop = 0.0f, ViewLocation = Transform.WorldPosition, ViewMatrix = Matrix.Invert(Transform.WorldMatrix) }; m_projectionMatrix = Matrix.PerspectiveFovLH(viewInfo.Fov, 1.0f, viewInfo.ScreenNear, viewInfo.ScreenFar); viewInfo.ProjectionMatrix = m_projectionMatrix; viewInfo.CreateBoundingFrustum(); depthState.Dispose(); renderScene.RenderSceneDepth(device, deviceContext, in viewInfo); DepthStencilView nullDepthView = null; deviceContext.OutputMerger.SetRenderTargets(nullDepthView); annotation.EndEvent(); annotation.Dispose(); }
public void Dispose() { foreach (var cachedSector in SectorCache.Values) { cachedSector.Dispose(); } SectorCache.Clear(); PointLightStencil.Dispose(); ShadowStencil.Dispose(); }
public override void Dispose() { geometryShader?.Dispose(); vertexShader?.Dispose(); pixelShader?.Dispose(); layout?.Dispose(); Texture?.Dispose(); blendStateDepth?.Dispose(); depthStencilStateNoDepth?.Dispose(); }
public void Shutdown() { swapChain.SetFullscreenState(false, null); rasterizerState.Dispose(); depthStencilView.Dispose(); depthStencilState.Dispose(); depthStencilBuffer.Dispose(); renderTargetView.Dispose(); DeviceContext.Dispose(); Device.Dispose(); swapChain.Dispose(); }
private void Dispose(bool disposing) { if (!this.disposed) { if (disposing) { // cleanup managed stuff } // cleanup unmanaged stuff if (_device != null) { _device.Dispose(); } if (_swapChain != null) { _swapChain.Dispose(); } if (_renderTargetView != null) { _renderTargetView.Dispose(); } if (_depthStencilBuffer != null) { _depthStencilBuffer.Dispose(); } if (_depthStencilView != null) { _depthStencilView.Dispose(); } if (_depthStencilState != null) { _depthStencilState.Dispose(); } if (_alphaEnableBlendingState != null) { _alphaEnableBlendingState.Dispose(); } if (_alphaDisabledBlendingState != null) { _alphaDisabledBlendingState.Dispose(); } _device = null; _swapChain = null; _renderTargetView = null; _depthStencilView = null; _depthStencilBuffer = null; disposed = true; } }
protected override void FreeResource() { BlendState.Dispose(); DepthStencilState.Dispose(); RasterizerState.Dispose(); foreach (var samplerBinding in Samplers) { samplerBinding.Dispose(); } VertexShader.Dispose(); PixelShader.Dispose(); }
/// <summary> /// Dispose element /// </summary> public void Dispose() { _rasterState.Dispose(); _blendState.Dispose(); _depthState.Dispose(); _samplerState.Dispose(); _backbufferView.Dispose(); _zbufferView.Dispose(); _swapchain.Dispose(); _deviceContext.Dispose(); _device.Dispose(); }
/// <summary> /// 内部objectを破棄します。 /// </summary> public void Dispose() { figures.Dispose(); if (ctx != null) { ctx.ClearState(); ctx.Flush(); ctx.Dispose(); } default_rasterizer_state.Dispose(); default_depth_stencil_state.Dispose(); default_blend_state.Dispose(); if (ztex_view != null) { ztex_view.Dispose(); } if (ztex != null) { ztex.Dispose(); } if (buf0_view != null) { buf0_view.Dispose(); } if (buf0 != null) { buf0.Dispose(); } if (swap_chain != null) { swap_chain.Dispose(); } if (il != null) { il.Dispose(); } if (effect != null) { effect.Dispose(); } if (device != null) { device.Dispose(); } }
public override void Dispose() { rasterizerStateDefault?.Dispose(); rasterizerStateDefaultNC?.Dispose(); rasterizerStateWireframe?.Dispose(); blendStateDefault?.Dispose(); blendStateAddColour?.Dispose(); blendStateDepth?.Dispose(); depthStencilStateSolid?.Dispose(); depthStencilStateTranslucent?.Dispose(); depthStencilStateDepth?.Dispose(); }