Пример #1
0
 internal MyAllShaderStages(MyVertexStage vertexStage, MyGeometryStage geometryStage, MyPixelStage pixelStage, MyComputeStage computeStage)
 {
     m_vertexStage   = vertexStage;
     m_geometryStage = geometryStage;
     m_pixelStage    = pixelStage;
     m_computeStage  = computeStage;
 }
Пример #2
0
        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;
        }
Пример #3
0
        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;
        }
Пример #4
0
 internal MyAllShaderStages(MyVertexStage vertexStage, MyGeometryStage geometryStage, MyPixelStage pixelStage, MyComputeStage computeStage)
 {
     m_vertexStage = vertexStage;
     m_geometryStage = geometryStage;
     m_pixelStage = pixelStage;
     m_computeStage = computeStage;
 }