void NativeShutdownGraphics() { delete uiTexture; uiTexture = NULL; screenManager.shutdown(); UIShader_Shutdown(); gl_lost_manager_shutdown(); }
void EmuThread::FinalShutdown() { host->ShutdownGL(); delete uiTexture; uiTexture = NULL; UIShader_Shutdown(); gl_lost_manager_shutdown(); //_endthreadex(0); //return 0; }
void NativeShutdownGraphics() { delete uiTexture; uiTexture = NULL; screenManager->shutdown(); delete screenManager; screenManager = 0; ui_draw2d.Shutdown(); ui_draw2d_front.Shutdown(); UIShader_Shutdown(); gl_lost_manager_shutdown(); }
void NativeShutdownGraphics() { screenManager->deviceLost(); g_gameInfoCache.Clear(); delete uiTexture; uiTexture = NULL; delete uiContext; uiContext = NULL; ui_draw2d.Shutdown(); ui_draw2d_front.Shutdown(); UIShader_Shutdown(); gl_lost_manager_shutdown(); }
void EmuThread::FinalShutdown() { host->ShutdownGL(); delete uiTexture; uiTexture = NULL; UIShader_Shutdown(); gl_lost_manager_shutdown(); // TODO //The CPU should return when a game is stopped and cleanup should be done here, //so we can restart the plugins (or load new ones) for the next game g_State.bEmuThreadStarted = false; //_endthreadex(0); //return 0; }