示例#1
0
 public void Dispose()
 {
     _fxLight?.Dispose();
     _quadVao?.Dispose();
     _circleVao?.Dispose();
     _bsLight?.Dispose();
 }
示例#2
0
 public override void Dispose()
 {
     _xBR?.Dispose();
     _darknessBlend?.Dispose();
     _altLightsBlend?.Dispose();
     base.Dispose();
 }
        protected override void transitionComplete()
        {
            base.transitionComplete();

            Core.content.unloadAsset <Texture2D>(_maskTexture.Name);
            _maskRenderTarget.Dispose();
            _blendState.Dispose();
        }
示例#4
0
        public void Dispose()
        {
            RasterizerState?.Dispose();
            DepthStencilState?.Dispose();
            BlendState?.Dispose();

            OpenTK.Graphics.OpenGL4.GL.DeleteProgramPipeline(_nativePipeline);
        }
 public void Dispose()
 {
     _graphicsDevice?.Dispose();
     _assets?.Dispose();
     _lightBlendState?.Dispose();
     _stencilCullPass1?.Dispose();
     _stencilCullPass2?.Dispose();
 }
 public void Dispose()
 {
     _vertexBuffer?.Dispose();
     _indexBufferCage?.Dispose();
     _indexBufferCube?.Dispose();
     _decalShader?.Dispose();
     _decalBlend?.Dispose();
 }
示例#7
0
 public void Dispose()
 {
     VertexShader?.Dispose();
     PixelShader?.Dispose();
     RasterizerState?.Dispose();
     DepthStencilState?.Dispose();
     BlendState?.Dispose();
 }
        public void Dispose()
        {
            _graphicsDevice?.Dispose();
            _assets?.Dispose();
            _lightBlendState?.Dispose();

            PointLightRenderModule.Dispose();
        }
示例#9
0
 public void Dispose()
 {
     overlayTex?.Dispose();
     blendState?.Dispose();
     foreach (var overlay in Overlays)
     {
         overlay.Dispose();
     }
 }
示例#10
0
 ///<summary>Disposes all resources owned by this RenderContext.</summary>
 public void Dispose()
 {
     _defaultDepthStencilState.Dispose();
     _defaultRasterizerState.Dispose();
     _additiveBlend?.Dispose();
     _overrideBlend?.Dispose();
     _alphaBlend?.Dispose();
     PlatformDispose();
 }
示例#11
0
 public void Dispose()
 {
     sampler.Dispose();
     vertexBuffer.Dispose();
     oldTexture?.Dispose();
     currentTexture?.Dispose();
     bs.Dispose();
     bs1.Dispose();
 }
示例#12
0
文件: Renderer.cs 项目: kkdevs/sb3u
            public new void Dispose()
            {
                if (cursorBS != null)
                {
                    cursorBS.Dispose();
                }

                base.Dispose();
            }
 public void Dispose()
 {
     overlay.Dispose();
     aspectRatiosBufferManager.Dispose();
     uiBlendState.Dispose();
     backBufferView.Dispose();
     swapChain.Dispose();
     form.Dispose();
 }
示例#14
0
 public void Dispose()
 {
     if (!disposed)
     {
         disposed = true;
         blendState.Dispose();
         lineDrawer.Dispose();
     }
 }
示例#15
0
 /// <summary>
 /// Frees all graphics resources used by the renderer.
 /// </summary>
 public void Dispose()
 {
     _vertexBuffer.Dispose();
     _indexBuffer.Dispose();
     _depthDisabledState.Dispose();
     _blendState.Dispose();
     _fontTextureBinding.Dispose();
     _shaderSet.Dispose();
 }
示例#16
0
        public void Dispose()
        {
            // Release all resources

            figures.Dispose();

            if (ctx != null)
            {
                ctx.ClearState();
                ctx.Flush();
                ctx.Dispose();
            }

            if (il != null)
            {
                il.Dispose();
            }
            if (effect != null)
            {
                effect.Dispose();
            }

            if (hmd != null)
            {
                keyboard.Dispose();
                directInput.Dispose();

                mtex.Dispose();
                layers.Dispose();

                eye_texes[0].Dispose();
                eye_texes[1].Dispose();

                default_rasterizer_state.Dispose();
                default_depth_stencil_state.Dispose();
                default_blend_state.Dispose();

                ztex_view.Dispose();
                ztex.Dispose();

                buf0_view.Dispose();
                buf0.Dispose();

                swap_chain.Dispose();
                dxgi_factory.Dispose();

                // Disposing the device, before the hmd, will cause the hmd to fail when disposing.
                // Disposing the device, after the hmd, will cause the dispose of the device to fail.
                // It looks as if the hmd steals ownership of the device and destroys it, when it's shutting down.
                // device.Dispose();

                hmd.Dispose();
            }
            oculus.Dispose();
        }
示例#17
0
        protected virtual void Dispose(bool disposing)
        {
            Unload();
            if (disposing)
            {
                if (_BlendState != null)
                {
                    _BlendState.Dispose();
                }
                _BlendState = null;

                if (_DepthStencilView != null)
                {
                    _DepthStencilView.Dispose();
                }
                _DepthStencilView = null;

                if (_DepthStencil != null)
                {
                    _DepthStencil.Dispose();
                }
                _DepthStencil = null;

                if (_RasterizerState != null)
                {
                    _RasterizerState.Dispose();
                }
                _RasterizerState = null;

                if (_RenderTargetView != null)
                {
                    _RenderTargetView.Dispose();
                }
                _RenderTargetView = null;

                if (_RenderTarget != null)
                {
                    _RenderTarget.Dispose();
                }
                _RenderTarget = null;

                if (_StencilState != null)
                {
                    _StencilState = null;
                }
                _StencilState = null;

                if (_Device != null)
                {
                    _Device.Dispose();
                }
                _Device = null;
            }
        }
示例#18
0
 public void Dispose()
 {
     _fxShadow?.Dispose();
     _fxHull?.Dispose();
     _bsShadow?.Dispose();
     _bsHull?.Dispose();
     foreach (LightVaos lightVaos in _lightsVaos.Values)
     {
         lightVaos.ShadowVao?.Dispose();
         lightVaos.HullVao?.Dispose();
     }
 }
示例#19
0
 public void Dispose()
 {
     _fxShadow?.Dispose();
     _fxHull?.Dispose();
     _bsShadow?.Dispose();
     _bsHull?.Dispose();
     foreach (var shadowAndHullTuple in _lightsVaos.Values)
     {
         shadowAndHullTuple.Item1.Dispose();
         shadowAndHullTuple.Item2.Dispose();
     }
 }
示例#20
0
        public override void Dispose()
        {
            geometryShader?.Dispose();
            vertexShader?.Dispose();
            pixelShader?.Dispose();
            layout?.Dispose();
            Texture?.Dispose();

            blendStateDepth?.Dispose();

            depthStencilStateNoDepth?.Dispose();
        }
示例#21
0
文件: 画像.cs 项目: limyz/DTXMania2
        public static void 全インスタンスで共有するリソースを解放する()
        {
            using var _ = new LogBlock(Log.現在のメソッド名);

            _ConstantBuffer.Dispose();
            _SamplerState.Dispose();
            _RasterizerState.Dispose();
            _BlendState加算合成.Dispose();
            _BlendState通常合成.Dispose();
            _PixelShader.Dispose();
            _VertexShader.Dispose();
        }
示例#22
0
        private void Dispose(bool disposing)
        {
            if (!this.disposed)
            {
                if (disposing)
                {
                    // cleanup managed stuff
                }

                // cleanup unmanaged stuff
                if (_device != null)
                {
                    _device.Dispose();
                }
                if (_swapChain != null)
                {
                    _swapChain.Dispose();
                }
                if (_renderTargetView != null)
                {
                    _renderTargetView.Dispose();
                }
                if (_depthStencilBuffer != null)
                {
                    _depthStencilBuffer.Dispose();
                }
                if (_depthStencilView != null)
                {
                    _depthStencilView.Dispose();
                }
                if (_depthStencilState != null)
                {
                    _depthStencilState.Dispose();
                }
                if (_alphaEnableBlendingState != null)
                {
                    _alphaEnableBlendingState.Dispose();
                }
                if (_alphaDisabledBlendingState != null)
                {
                    _alphaDisabledBlendingState.Dispose();
                }

                _device             = null;
                _swapChain          = null;
                _renderTargetView   = null;
                _depthStencilView   = null;
                _depthStencilBuffer = null;

                disposed = true;
            }
        }
示例#23
0
        /// <summary>
        /// Dispose element
        /// </summary>
        public void Dispose()
        {
            _rasterState.Dispose();
            _blendState.Dispose();
            _depthState.Dispose();
            _samplerState.Dispose();

            _backbufferView.Dispose();
            _zbufferView.Dispose();
            _swapchain.Dispose();
            _deviceContext.Dispose();
            _device.Dispose();
        }
示例#24
0
    protected override void FreeResource()
    {
        BlendState.Dispose();
        DepthStencilState.Dispose();
        RasterizerState.Dispose();
        foreach (var samplerBinding in Samplers)
        {
            samplerBinding.Dispose();
        }

        VertexShader.Dispose();
        PixelShader.Dispose();
    }
示例#25
0
        /// <summary>
        /// 内部objectを破棄します。
        /// </summary>
        public void Dispose()
        {
            figures.Dispose();

            if (ctx != null)
            {
                ctx.ClearState();
                ctx.Flush();
                ctx.Dispose();
            }

            default_rasterizer_state.Dispose();
            default_depth_stencil_state.Dispose();
            default_blend_state.Dispose();

            if (ztex_view != null)
            {
                ztex_view.Dispose();
            }
            if (ztex != null)
            {
                ztex.Dispose();
            }

            if (buf0_view != null)
            {
                buf0_view.Dispose();
            }
            if (buf0 != null)
            {
                buf0.Dispose();
            }

            if (swap_chain != null)
            {
                swap_chain.Dispose();
            }

            if (il != null)
            {
                il.Dispose();
            }
            if (effect != null)
            {
                effect.Dispose();
            }
            if (device != null)
            {
                device.Dispose();
            }
        }
示例#26
0
        public override void Dispose()
        {
            rasterizerStateDefault?.Dispose();
            rasterizerStateDefaultNC?.Dispose();
            rasterizerStateWireframe?.Dispose();

            blendStateDefault?.Dispose();
            blendStateAddColour?.Dispose();
            blendStateDepth?.Dispose();

            depthStencilStateSolid?.Dispose();
            depthStencilStateTranslucent?.Dispose();
            depthStencilStateDepth?.Dispose();
        }
示例#27
0
 public void Dispose()
 {
     Vb.Dispose();
     Ib.Dispose();
     if (Tex != null)
     {
         Tex.Dispose();
     }
     if (Blen != null)
     {
         Blen.Dispose();
     }
     //if (Rast != null) Rast.Dispose();
 }
示例#28
0
 private void Dispose(bool disposing)
 {
     if (!_disposed)
     {
         if (disposing)
         {
             Additive.Dispose();
             AlphaBlend.Dispose();
             NonPremultiplied.Dispose();
             Opaque.Dispose();
             Default.Dispose();
         }
         _disposed = true;
     }
 }
示例#29
0
 public void Shutdown()
 {
     swapChain.SetFullscreenState(false, null);
     alphaEnableBlendingState.Dispose();
     alphaDisableBlendingState.Dispose();
     rasterizerState.Dispose();
     depthStencilView.Dispose();
     depthDisabledStencilState.Dispose();
     depthStencilState.Dispose();
     depthStencilBuffer.Dispose();
     renderTargetView.Dispose();
     DeviceContext.Dispose();
     Device.Dispose();
     swapChain.Dispose();
 }
示例#30
0
        public void Dispose()
        {
            _vertexLayout?.Dispose();
            _vertexShader?.Dispose();

            _pixelShader?.Dispose();
            _blendState?.Dispose();

            _dynamicConstantBuffer?.Dispose();
            if (!_vertexBufferExternal)
            {
                _vertexBuffer?.Dispose();
            }
            _dx.RemoveRef();
        }