void SetSamplerState(WrapMode wrapMode, InterpolationMode interpolationMode) { if (wrapMode != currentWrapMode || interpolationMode != currentInterpolationMode) { D3D11.SamplerState newSamplerState = device.CreateSamplerState(wrapMode, interpolationMode); deviceContext.PixelShader.SetSampler(0, newSamplerState); samplerState.Dispose(); samplerState = newSamplerState; currentWrapMode = wrapMode; currentInterpolationMode = interpolationMode; } }
public void Dispose() { vertexBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); inputLayout.Dispose(); inputSignature.Dispose(); worldViewProjBuffer.Dispose(); samplerState.Dispose(); }
/// <summary> /// Disposes stuff /// </summary> /// <param name="disposing"></param> protected override void Dispose(bool disposing) { if (disposing) { if (state != null) { state.Dispose(); state = null; } } base.Dispose(disposing); }
public void Dispose() { samplerState.Dispose(); constantBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); trianglePositionVertexBuffer.Dispose(); triangleTexcoordVertexBuffer.Dispose(); inputLayout.Dispose(); }
public void Dispose() { rtvSdrTexture?.Dispose(); textureSDRImage?.Dispose(); inputLayout.Dispose(); samplerState.Dispose(); shaderInputSigVsQuad.Dispose(); psToneMapping.Dispose(); vsQuad.Dispose(); wrtD3D11Device.Dispose(); d3dDevice.Dispose(); wicFactory.Dispose(); }
public void SetTextureAddressMode(TextureAddressMode textureAddressMode) { if(_currentTextureAddressMode == textureAddressMode) { return; } _currentTextureAddressMode = textureAddressMode; var samplerState = _textureSampler.GetSampler(0); var samplerStateDescription = samplerState.Description; var addressMode = GetAddressMode(textureAddressMode); samplerStateDescription.AddressU = addressMode; samplerStateDescription.AddressV = addressMode; var newSamplerState = new SamplerState(_device, samplerStateDescription); _textureSampler.SetSampler(0, newSamplerState); newSamplerState.Dispose(); samplerState.Dispose(); }
public void Dispose() { _d3dSamplerState.Dispose(); }