GLES_GPU::~GLES_GPU() { for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) { fbo_destroy((*iter)->fbo); delete (*iter); } vfbs_.clear(); }
GLES_GPU::~GLES_GPU() { TextureCache_Shutdown(); for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) { fbo_destroy((*iter)->fbo); delete (*iter); } vfbs_.clear(); shaderManager_->ClearCache(true); delete shaderManager_; delete [] flushBeforeCommand_; }
FramebufferManagerDX9::~FramebufferManagerDX9() { if (drawPixelsTex_) { drawPixelsTex_->Release(); } for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) { fbo_destroy(it->second.fbo); } for (auto it = offscreenSurfaces_.begin(), end = offscreenSurfaces_.end(); it != end; ++it) { it->second.surface->Release(); } delete [] convBuf; if (stencilUploadPS_) { stencilUploadPS_->Release(); } if (stencilUploadVS_) { stencilUploadVS_->Release(); } }