//--------------------------------------------------------------------------------- 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); }
static void sceneExit(void) { // Free the VBO linearFree(vbo_data); // Free the shader program shaderProgramFree(&program); DVLB_Free(vshader_dvlb); }
void ctrDeinitGpu() { if (ctrVertexBuffer) { linearFree(ctrVertexBuffer); ctrVertexBuffer = NULL; } shaderProgramFree(&uiProgram); if (uiShader) { DVLB_Free(uiShader); uiShader = NULL; } }
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); }
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(); }
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(); }
ShaderProgram::~ShaderProgram() { unload(); if(_initialized) { #ifdef _3DS shaderProgramFree(&_shaderProgram); #endif // _3DS } if(s_currentProgram == this) { s_currentProgram = nullptr; } }
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; }
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(); }
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); } } }
void roomExit() { shaderProgramFree(&roomProgram); DVLB_Free(roomDvlb); }
void end_gpu_stuff() { // Free the shader program shaderProgramFree(&program); DVLB_Free(vshader_dvlb); }