Example #1
0
void GuiRendererD3D11::Release()
{
    mShaderVS.Release();
    mShaderGS.Release();
    mShaderPS.Release();

    D3D_SAFE_RELEASE(mVertexBuffer);
    D3D_SAFE_RELEASE(mInputLayout);
    D3D_SAFE_RELEASE(mCBuffer);

    D3D_SAFE_RELEASE(mRasterizerState);
    D3D_SAFE_RELEASE(mBlendState);

    //free quads queue
    if (mQuads)
    {
        free(mQuads);
        mQuads = 0;
    }

    //delete default font
    if (mDefaultFont)
    {
        delete mDefaultFont;
        mDefaultFont = 0;
    }

    //release free image library
    if (mFreeTypeLibrary)
    {
        FT_Done_FreeType(mFreeTypeLibrary);
        mFreeTypeLibrary = 0;
    }
}
Example #2
0
void Cef3DDirect3D12Renderer::Shutdown()
{
	if (SwapChain)
	{
		SwapChain->SetFullscreenState(false, NULL);
	}

	// Close the object handle to the fence event.
	CloseHandle(FenceEvent);

	D3D_SAFE_RELEASE(Fence);
	D3D_SAFE_RELEASE(PipelineState);
	D3D_SAFE_RELEASE(CommandList);
	D3D_SAFE_RELEASE(CommandAllocator);
	D3D_SAFE_RELEASE(BackBufferRenderTarget[0]);
	D3D_SAFE_RELEASE(BackBufferRenderTarget[1]);
	D3D_SAFE_RELEASE(RenderTargetViewHeap);
	D3D_SAFE_RELEASE(SwapChain);
	D3D_SAFE_RELEASE(CommandQueue);
	D3D_SAFE_RELEASE(Device);
}
Example #3
0
void ShadowRendererD3D11::Release()
{
    D3D_SAFE_RELEASE(mDepthStencilState);
    D3D_SAFE_RELEASE(mRasterizerState);
    D3D_SAFE_RELEASE(mInputLayout);
    D3D_SAFE_RELEASE(mGlobalCBuffer);
    D3D_SAFE_RELEASE(mPerInstanceCBuffer);
    D3D_SAFE_RELEASE(mSampler);

    D3D_SAFE_RELEASE(mInstancesVB);

    mShaderVS.Release();
    mShaderPS.Release();
}