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; } }
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); }
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(); }