internal MyAllShaderStages(MyVertexStage vertexStage, MyGeometryStage geometryStage, MyPixelStage pixelStage, MyComputeStage computeStage) { m_vertexStage = vertexStage; m_geometryStage = geometryStage; m_pixelStage = pixelStage; m_computeStage = computeStage; }
protected virtual void Dispose(bool disposing) { if (m_disposed) { return; } if (disposing) { // Dispose of shaders stage will be handled by DeviceContext.Dispose(), now we want to disable access to them: m_vertexShaderStage = null; m_geometryShaderStage = null; m_pixelShaderStage = null; m_computeShaderStage = null; } if (m_isDeferred) { try { m_deviceContext.Dispose(); } catch (Exception ex) { MyRender11.Log.Log(Utils.MyLogSeverity.Error, "Exception disposing device context: {0}", ex.ToString()); MyRender11.Log.Flush(); } } m_disposed = true; }
protected virtual void Dispose(bool disposing) { if (m_disposed) { return; } if (disposing) { // Dispose of shaders stage will be handled by DeviceContext.Dispose(), now we want to disable access to them: m_vertexShaderStage = null; m_geometryShaderStage = null; m_pixelShaderStage = null; m_computeShaderStage = null; } if (m_isDeferred) { m_deviceContext.Dispose(); } m_disposed = true; }
internal MyAllShaderStages(MyVertexStage vertexStage, MyGeometryStage geometryStage, MyPixelStage pixelStage, MyComputeStage computeStage) { m_vertexStage = vertexStage; m_geometryStage = geometryStage; m_pixelStage = pixelStage; m_computeStage = computeStage; }