Shader::~Shader() { ES_SAFE_RELEASE(vertexShader_); ES_SAFE_RELEASE(pixelShader_); ES_SAFE_DELETE_ARRAY(m_vertexConstantBuffer); ES_SAFE_DELETE_ARRAY(m_pixelConstantBuffer); }
//----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- Shader::~Shader() { ES_SAFE_RELEASE( m_vertexShader ); ES_SAFE_RELEASE( m_pixelShader ); ES_SAFE_RELEASE( m_vertexDeclaration ); ES_SAFE_RELEASE( m_constantBufferToVS ); ES_SAFE_RELEASE( m_constantBufferToPS ); ES_SAFE_DELETE_ARRAY(m_vertexConstantBuffer); ES_SAFE_DELETE_ARRAY(m_pixelConstantBuffer); }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- ManagerImplemented::~ManagerImplemented() { StopAllEffects(); ExecuteEvents(); for( int i = 0; i < 5; i++ ) { GCDrawSet( true ); } assert( m_reserved_instances.size() == m_instance_max ); ES_SAFE_DELETE_ARRAY( m_reserved_instances_buffer ); Culling3D::SafeRelease(m_cullingWorld); ES_SAFE_DELETE(m_spriteRenderer); ES_SAFE_DELETE(m_ribbonRenderer); ES_SAFE_DELETE(m_modelRenderer); ES_SAFE_DELETE(m_trackRenderer); ES_SAFE_DELETE(m_ringRenderer); ES_SAFE_DELETE(m_soundPlayer); ES_SAFE_RELEASE( m_setting ); }
//----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- void Shader::SetPixelConstantBufferSize(int32_t size) { ES_SAFE_DELETE_ARRAY(m_pixelConstantBuffer); m_pixelConstantBuffer = new uint8_t[size]; D3D11_BUFFER_DESC hBufferDesc; hBufferDesc.ByteWidth = size; hBufferDesc.Usage = D3D11_USAGE_DEFAULT; hBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; hBufferDesc.CPUAccessFlags = 0; hBufferDesc.MiscFlags = 0; hBufferDesc.StructureByteStride = sizeof(float); GetRenderer()->GetDevice()->CreateBuffer(&hBufferDesc, NULL, &m_constantBufferToPS); }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- void EffectImplemented::Reset() { UnloadResources(); Setting* loader = GetSetting(); TextureLoader* textureLoader = loader->GetTextureLoader(); for( int i = 0; i < m_ImageCount; i++ ) { if( m_ImagePaths[i] != NULL ) delete [] m_ImagePaths[i]; } m_ImageCount = 0; ES_SAFE_DELETE_ARRAY( m_ImagePaths ); ES_SAFE_DELETE_ARRAY(m_pImages); { for (int i = 0; i < m_normalImageCount; i++) { if (m_normalImagePaths[i] != NULL) delete [] m_normalImagePaths[i]; } m_normalImageCount = 0; ES_SAFE_DELETE_ARRAY(m_normalImagePaths); ES_SAFE_DELETE_ARRAY(m_normalImages); } { for (int i = 0; i < m_distortionImageCount; i++) { if (m_distortionImagePaths[i] != NULL) delete [] m_distortionImagePaths[i]; } m_distortionImageCount = 0; ES_SAFE_DELETE_ARRAY(m_distortionImagePaths); ES_SAFE_DELETE_ARRAY(m_distortionImages); } for( int i = 0; i < m_WaveCount; i++ ) { if( m_WavePaths[i] != NULL ) delete [] m_WavePaths[i]; } m_WaveCount = 0; ES_SAFE_DELETE_ARRAY( m_WavePaths ); ES_SAFE_DELETE_ARRAY( m_pWaves ); for( int i = 0; i < m_modelCount; i++ ) { if( m_modelPaths[i] != NULL ) delete [] m_modelPaths[i]; } m_modelCount = 0; ES_SAFE_DELETE_ARRAY( m_modelPaths ); ES_SAFE_DELETE_ARRAY( m_pModels ); ES_SAFE_DELETE( m_pRoot ); }
//----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- VertexBuffer::~VertexBuffer() { ES_SAFE_DELETE_ARRAY( m_lockedResource ); ES_SAFE_RELEASE( m_buffer ); }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- void DefaultEffectLoader::Unload( void* data, int32_t size ) { uint8_t* data8 = (uint8_t*)data; ES_SAFE_DELETE_ARRAY( data8 ); }
//----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- void Shader::SetPixelConstantBufferSize(int32_t size) { ES_SAFE_DELETE_ARRAY(m_pixelConstantBuffer); m_pixelConstantBuffer = new uint8_t[size]; }
//----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- Shader::~Shader() { GLExt::glDeleteProgram(m_program); ES_SAFE_DELETE_ARRAY( m_vertexConstantBuffer ); ES_SAFE_DELETE_ARRAY( m_pixelConstantBuffer ); }
void Shader::SetVertexConstantBufferSize(int32_t size) { ES_SAFE_DELETE_ARRAY(m_vertexConstantBuffer); m_vertexConstantBuffer = new uint8_t[size]; vertexConstantBufferSize = size; }