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);
}
Esempio n. 3
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//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
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;
}