Example #1
0
//---------------------------------------------------------------------------------
static void sceneExit(void) {
//---------------------------------------------------------------------------------

	// Free the shader program
	shaderProgramFree(&program);
	DVLB_Free(vshader_dvlb);
}
void TextEngine::Cleanup() {
	free(glyphSheets);

	// Free the shader program
	shaderProgramFree(&program);
	DVLB_Free(vshader_dvlb);
}
Example #3
0
static void sceneExit(void) {
  // Free the VBO
  linearFree(vbo_data);

  // Free the shader program
  shaderProgramFree(&program);
  DVLB_Free(vshader_dvlb);
}
Example #4
0
void ctrDeinitGpu() {
	if (ctrVertexBuffer) {
		linearFree(ctrVertexBuffer);
		ctrVertexBuffer = NULL;
	}

	shaderProgramFree(&uiProgram);

	if (uiShader) {
		DVLB_Free(uiShader);
		uiShader = NULL;
	}
}
Example #5
0
void gpuFreeShader(u32 shader) {
    ShaderData* shdr = (ShaderData*) shader;
    if(shdr == NULL) {
        return;
    }

    if(shdr->dvlb != NULL) {
        shaderProgramFree(&shdr->program);
        DVLB_Free(shdr->dvlb);
    }

    free(shdr);
}
Example #6
0
void OSystem_3DS::destroyGraphics() {
	_gameScreen.free();
	_gameTopTexture.free();
	_gameBottomTexture.free();
	_overlay.free();

	shaderProgramFree(&_program);
	DVLB_Free(_dvlb);

	C3D_RenderTargetDelete(_renderTargetTop);
	C3D_RenderTargetDelete(_renderTargetBottom);

	C3D_Fini();
}
Example #7
0
void gfxCleanup() {
    if(scale2xBuffer != NULL) {
        linearFree(scale2xBuffer);
        scale2xBuffer = NULL;
    }

    if(screenBuffer != NULL) {
        linearFree(screenBuffer);
        screenBuffer = NULL;
    }

    if(borderInit) {
        C3D_TexDelete(&borderTexture);
        borderInit = false;
    }

    if(screenInit) {
        C3D_TexDelete(&screenTexture);
        screenInit = false;
    }

    if(shaderInitialized) {
        shaderProgramFree(&program);
        shaderInitialized = false;
    }

    if(dvlb != NULL) {
        DVLB_Free(dvlb);
        dvlb = NULL;
    }

    if(targetTop != NULL) {
        C3D_RenderTargetDelete(targetTop);
        targetTop = NULL;
    }

    if(targetBottom != NULL) {
        C3D_RenderTargetDelete(targetBottom);
        targetBottom = NULL;
    }

    if(c3dInitialized) {
        C3D_Fini();
        c3dInitialized = false;
    }

    gfxExit();
}
Example #8
0
ShaderProgram::~ShaderProgram()
{
    unload();

    if(_initialized)
    {
#ifdef _3DS
        shaderProgramFree(&_shaderProgram);
#endif // _3DS
    }

    if(s_currentProgram == this)
    {
        s_currentProgram = nullptr;
    }
}
Example #9
0
File: sf2d.c Project: Voka/lpp-3ds
int sf2d_fini()
{
	if (!sf2d_initialized) return 0;

	//aptUnhook(&apt_hook_cookie);

	gfxExit();
	shaderProgramFree(&shader);
	DVLB_Free(dvlb);

	linearFree(pool_addr);
	linearFree(gpu_cmd);
	vramFree(gpu_fb_addr);
	vramFree(gpu_depth_fb_addr);

	sf2d_initialized = 0;

	return 1;
}
Example #10
0
static void ctr_free(void* data)
{
   ctr_video_t* ctr = (ctr_video_t*)data;

   if (!ctr)
      return;

   shaderProgramFree(&ctr->shader);
   DVLB_Free(ctr->dvlb);
   linearFree(ctr->display_list);
   linearFree(ctr->texture_linear);
   linearFree(ctr->texture_swizzled);
   linearFree(ctr->frame_coords);
   linearFree(ctr->menu.texture_linear);
   linearFree(ctr->menu.texture_swizzled);
   linearFree(ctr->menu.frame_coords);
   linearFree(ctr);
   //   gfxExit();
}
Example #11
0
void gpuLoadShader(u32 shader, const void* data, u32 size, u8 geometryStride) {
    if(data == NULL) {
        return;
    }

    ShaderData* shdr = (ShaderData*) shader;
    if(shdr == NULL) {
        return;
    }

    if(shdr->dvlb != NULL) {
        shaderProgramFree(&shdr->program);
        DVLB_Free(shdr->dvlb);
    }

    shdr->dvlb = DVLB_ParseFile((u32*) data, size);
    shaderProgramInit(&shdr->program);
    if(shdr->dvlb->numDVLE > 0) {
        shaderProgramSetVsh(&shdr->program, &shdr->dvlb->DVLE[0]);
        if(shdr->dvlb->numDVLE > 1) {
            shaderProgramSetGsh(&shdr->program, &shdr->dvlb->DVLE[1], geometryStride);
        }
    }
}
Example #12
0
void roomExit()
{
	shaderProgramFree(&roomProgram);
	DVLB_Free(roomDvlb);
}
Example #13
0
void end_gpu_stuff() {
	// Free the shader program
	shaderProgramFree(&program);
	DVLB_Free(vshader_dvlb);
}