void D3D9SafeRelease(LPDIRECT3DRESOURCE9& pRes) { if(pRes) { D3D9CheckResRef(pRes); D3D9HR( pRes->Release() ); pRes = NULL; } }
void CD3D9Texture::releaseBuffer() { if (m_pD3D9Surface) { m_pD3D9Surface->Release(); } D3D9CheckResRef(m_pD3D9Surface); D3D9CheckResRef(m_pd3dTexture); if (m_pd3dTexture) { m_pd3dTexture->Release(); } m_pD3D9Surface = NULL; m_pd3dTexture = NULL; //D3D9S_REL(m_pD3D9Surface);// release surface before release texture //D3D9S_REL(m_pd3dTexture); m_bLoaded = false; }