public void Dispose() { _pipeline?.Dispose(); DisconnectApis(); DisposeApis(); }
public override void Dispose() { base.Dispose(); //Dispose the unmanaged resources buffer.Dispose(); shader.Dispose(); pipeline.Dispose(); }
public override void Dispose() { //remove the unmanaged resources shader.Dispose(); pipeline.Dispose(); gridBuffer?.Dispose(); axisBuffer?.Dispose(); base.Dispose(); }
public void Cleanup() { // Check that no errors or warnings were logged. foreach (var logger in _loggerFactory.Loggers) { logger.AssertMaxErrors(0); logger.AssertMaxWarnings(0); } _engine.Dispose(); _pipeline.Dispose(); }
protected override void Cleanup() { base.Cleanup(); _defaultBlendState?.Dispose(); _defaultDepthStencilState?.Dispose(); _defaultRasterizerState?.Dispose(); _leftConstantBuffer?.Dispose(); _rightConstantBuffer?.Dispose(); _simplePipeline?.Dispose(); _simpleVertexBuffer?.Dispose(); _simplePixelShader?.Dispose(); _simpleSampler?.Dispose(); _simpleVertexShader?.Dispose(); _textureFactory?.Dispose(); _texturedPipeline?.Dispose(); _texturedPixelShader?.Dispose(); _texturedVertexShader?.Dispose(); _texturedVertexBuffer?.Dispose(); }
/// <summary> /// CAUTION: If you're using Read without Execute, make sure you consume enumerable before disposing /// </summary> public void Dispose() { _pipeline.Dispose(); }
public override void Dispose() { shader.Dispose(); pipeline.Dispose(); }
public void Dispose() { m_internalPipeline.Dispose(); }
void IDisposable.Dispose() { transPipeline.Dispose(); }