void ShaderManagerDX9::Clear() { for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) { delete iter->second; } for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) { delete iter->second; } fsCache_.clear(); vsCache_.clear(); globalDirty_ = 0xFFFFFFFF; lastFSID_.clear(); lastVSID_.clear(); DirtyShader(); }
void ShaderManagerVulkan::ClearShaders() { Clear(); DirtyShader(); DirtyUniform(0xFFFFFFFF); }
void ShaderManagerVulkan::ClearShaders() { Clear(); DirtyShader(); gstate_c.Dirty(DIRTY_ALL_UNIFORMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE); }