private void UpdateBackBuffer() { IDirect3DSurface surface = HolographicFrame.GetRenderingParameters(HolographicFrame.CurrentPrediction.CameraPoses[0]).Direct3D11BackBuffer; IDirect3DDxgiInterfaceAccess surfaceDxgiInterfaceAccess = surface as IDirect3DDxgiInterfaceAccess; IntPtr resource = surfaceDxgiInterfaceAccess.GetInterface(ID3D11Resource); if (backBuffer == null || backBuffer.NativeResource.NativePointer != resource) { // Clean up references to previous resources. backBuffer?.Dispose(); LeftEyeBuffer?.Dispose(); RightEyeBuffer?.Dispose(); // This can change every frame as the system moves to the next buffer in the // swap chain. This mode of operation will occur when certain rendering modes // are activated. Texture2D d3DBackBuffer = new Texture2D(resource); backBuffer = new Texture(GraphicsDevice).InitializeFromImpl(d3DBackBuffer, false); LeftEyeBuffer = backBuffer.ToTextureView(new TextureViewDescription() { ArraySlice = 0, Type = ViewType.Single }); RightEyeBuffer = backBuffer.ToTextureView(new TextureViewDescription() { ArraySlice = 1, Type = ViewType.Single }); } Description.BackBufferFormat = backBuffer.Format; Description.BackBufferWidth = backBuffer.Width; Description.BackBufferHeight = backBuffer.Height; }
internal static void Dispose() { _font = null; _fontSmall = null; _uiTextureRegionAtlas = null; _uiStylesheet = null; Stylesheet.Current = null; if (_assetManager != null) { _assetManager.ClearCache(); _assetManager = null; } _whiteRegion = null; if (_white != null) { _white.Dispose(); _white = null; } #if !STRIDE if (_uiRasterizerState != null) { _uiRasterizerState.Dispose(); _uiRasterizerState = null; } #endif }
public static bool DisposeTextureBySpecs(Stride.Graphics.Texture tex, Vector3 dim, Stride.Graphics.PixelFormat pixelFormat, MultisampleCount samples) { if (tex == null || !TextureDimensionsEqual(tex, dim) || tex.Format != pixelFormat || tex.MultisampleCount != samples) { if (tex != null) { tex.Dispose(); } return(true); } return(false); }
private unsafe void ReleaseDevice() { EmptyTexelBufferInt.Dispose(); EmptyTexelBufferInt = null; EmptyTexelBufferFloat.Dispose(); EmptyTexelBufferFloat = null; EmptyTexture.Dispose(); EmptyTexture = null; // Wait for all queues to be idle vkDeviceWaitIdle(nativeDevice); // Destroy all remaining fences GetCompletedValue(); // Mark upload buffer for destruction if (nativeUploadBuffer != VkBuffer.Null) { vkUnmapMemory(NativeDevice, nativeUploadBufferMemory); nativeResourceCollector.Add(lastCompletedFence, nativeUploadBuffer); nativeResourceCollector.Add(lastCompletedFence, nativeUploadBufferMemory); nativeUploadBuffer = VkBuffer.Null; nativeUploadBufferMemory = VkDeviceMemory.Null; } // Release fenced resources nativeResourceCollector.Dispose(); DescriptorPools.Dispose(); foreach (var nativeCopyCommandPool in NativeCopyCommandPools.Values) { vkDestroyCommandPool(nativeDevice, nativeCopyCommandPool, null); } NativeCopyCommandPools.Dispose(); NativeCopyCommandPools = null; vkDestroyDevice(nativeDevice, null); }