public void Dispose() { _ambientMap0?.Dispose(); _ambientMap1?.Dispose(); _normalMap?.Dispose(); _randomVectorMap?.Dispose(); }
protected override void Dispose(bool disposing) { if (disposing) { _cubeDepthStencilBuffer?.Dispose(); _dynamicCubeMap?.Dispose(); _rootSignature?.Dispose(); _srvDescriptorHeap?.Dispose(); foreach (Texture texture in _textures.Values) { texture.Dispose(); } foreach (FrameResource frameResource in _frameResources) { frameResource.Dispose(); } foreach (MeshGeometry geometry in _geometries.Values) { geometry.Dispose(); } foreach (PipelineState pso in _psos.Values) { pso.Dispose(); } } base.Dispose(disposing); }
public override void Resize() { WaitForGpu(); for (int i = 0; i < FrameCount; i++) { _backBuffers[i]?.Dispose(); _backBuffersAA[i]?.Dispose(); } _stencilBuffer?.Dispose(); _swapChain.ResizeBuffers(0, 0, 0, SharpDX.DXGI.Format.Unknown, _swapChainFlags); CreateBuffers(); }
protected override void Dispose(bool disposing) { if (disposing) { _readBackBuffer.Dispose(); _outputBuffer.Dispose(); _inputUploadBufferB.Dispose(); _inputBufferB.Dispose(); _inputUploadBufferA.Dispose(); _inputBufferA.Dispose(); _rootSignature.Dispose(); foreach (PipelineState pso in _psos.Values) { pso.Dispose(); } } base.Dispose(disposing); }
public void Dispose() { _blurMap1?.Dispose(); _blurMap0?.Dispose(); }
public void Dispose() { Resource?.Dispose(); }
public void Dispose() { Resource?.Dispose(); UploadHeap?.Dispose(); }
public void Dispose() { constantBuffer.Dispose(); pipelineState.Dispose(); vertexBuffer.Dispose(); }
public void Dispose() { _output?.Dispose(); }