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C++ CD3DSettingsDlg::OnD3D11DestroyDevice方法代码示例

本文整理汇总了C++中CD3DSettingsDlg::OnD3D11DestroyDevice方法的典型用法代码示例。如果您正苦于以下问题:C++ CD3DSettingsDlg::OnD3D11DestroyDevice方法的具体用法?C++ CD3DSettingsDlg::OnD3D11DestroyDevice怎么用?C++ CD3DSettingsDlg::OnD3D11DestroyDevice使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CD3DSettingsDlg的用法示例。


在下文中一共展示了CD3DSettingsDlg::OnD3D11DestroyDevice方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_D3DSettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );
    SAFE_DELETE( g_pTxtHelper1 );

    g_SceneMesh.Destroy();
    g_Poles.Destroy();

    SAFE_RELEASE( g_pSceneVS );
    SAFE_RELEASE( g_pScenePS );
    SAFE_RELEASE( g_pSM_VS );
    SAFE_RELEASE( g_pcbConstants );
    SAFE_RELEASE( g_pRSMDepthStencilTexture );
    SAFE_RELEASE( g_pDepthStencilTextureDSV );
    SAFE_RELEASE( g_pDepthTextureSRV );
    SAFE_RELEASE( g_pSceneVertexLayout );
    SAFE_RELEASE( g_pBlendStateNoBlend );
    SAFE_RELEASE( g_pBlendStateColorWritesOff );
    SAFE_RELEASE( g_pSamplePoint );
    SAFE_RELEASE( g_pSamplePointCmp );
    SAFE_RELEASE( g_pSampleLinear );
}
开发者ID:KNeal,项目名称:Oculus,代码行数:28,代码来源:ContactHardeningShadows11.cpp

示例2: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_D3DSettingsDlg.OnD3D11DestroyDevice();
    //CDXUTDirectionWidget::StaticOnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
	test.destroy();
	tessplane.destroy();
	lightsphere.destroy();
	tesscube.destroy();
	fuse.destroy();
	deboard.destroy();
	board1.destroy();
	geo_alien.destroy();
	FirePart.destroy();
    SAFE_DELETE( g_pTxtHelper );
	SAFE_RELEASE(g_DepthState);
    //g_Mesh11.Destroy();
    //            
    //SAFE_RELEASE( g_pVertexLayout11 );
    //SAFE_RELEASE( g_pVertexBuffer );
    //SAFE_RELEASE( g_pIndexBuffer );
    //SAFE_RELEASE( g_pVertexShader );
    //SAFE_RELEASE( g_pPixelShader );
    //SAFE_RELEASE( g_pSamLinear );

 /*   SAFE_RELEASE( g_pcbVSPerObject );
    SAFE_RELEASE( g_pcbPSPerObject );
    SAFE_RELEASE( g_pcbPSPerFrame );*/
}
开发者ID:AlexKLM,项目名称:DX11-Shader-Language-Coursework,代码行数:33,代码来源:BasicHLSL11.cpp

示例3: DestroyApp

void CALLBACK OnD3D11DestroyDevice(void* userContext)
{
    DestroyApp();
    DestroyScene();
    
    gDialogResourceManager.OnD3D11DestroyDevice();
    gD3DSettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE(gTextHelper);
}
开发者ID:NickABoen,项目名称:Awe,代码行数:10,代码来源:main.cpp

示例4: DestroyD3DComponents

//--------------------------------------------------------------------------------------
HRESULT DestroyD3DComponents() 
{
  g_DialogResourceManager.OnD3D11DestroyDevice();
  g_D3DSettingsDlg.OnD3D11DestroyDevice();
  DXUTGetGlobalResourceCache().OnDestroyDevice();
  SAFE_DELETE( g_pTxtHelper );

  g_Scene.ReleaseResources();

  return S_OK;
}
开发者ID:JasSra,项目名称:GPU-Pro-6,代码行数:12,代码来源:AdvancedLighting.cpp

示例5: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice(void* /*pUserContext*/)
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_D3DSettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE(g_pTxtHelper);

    g_Scene.OnD3D11DestroyDevice();
    g_OIT.OnD3D11DestroyDevice();

}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:14,代码来源:main.cpp

示例6: DestroyD3DComponents

HRESULT DestroyD3DComponents()
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_D3DSettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE(g_pTxtHelper);

    g_CascadedShadow.DestroyAndDeallocateShadowResources();
    return S_OK;

}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:11,代码来源:CascadedShadowMaps11.cpp

示例7: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_SettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );

    g_Mesh.Destroy();

    SAFE_RELEASE( g_pVertexLayout );
    SAFE_RELEASE( g_pEffect );
}
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:15,代码来源:Tutorial11.cpp

示例8: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_SettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );

    SAFE_RELEASE( g_pVSTransform );
    SAFE_RELEASE( g_pPSSceneRender );
    SAFE_RELEASE( g_pPSSceneRenderArray );
    SAFE_RELEASE( g_pPSSceneRenderQuilt );

    SAFE_RELEASE( g_pDefaultInputLayout );
    SAFE_RELEASE( g_pSamLinear );

    SAFE_RELEASE( g_pBlendState );
    SAFE_RELEASE( g_pDepthStencilState );
    SAFE_RELEASE( g_pRasterizerState );

    SAFE_RELEASE( g_pcbVSPerObject11 );
    SAFE_RELEASE( g_pQuadVB );
    SAFE_RELEASE( g_pQuiltQuadVB );
    SAFE_RELEASE( g_pArrayQuadsVB );

    g_PageDebugRender.Terminate();
    ResidencySampleRender::Terminate();

    SAFE_DELETE( g_pTitleResidencyManager );

    g_pInspectionTexture = NULL;

    for( UINT i = 0; i < g_SceneObjects.size(); ++i )
    {
        SceneObject* pSO = g_SceneObjects[i];
        SAFE_RELEASE( pSO->m_pLayoutResidencySample );
        SAFE_RELEASE( pSO->m_pLayoutSceneRender );
        SAFE_RELEASE( pSO->pVertexBuffer );
        SAFE_RELEASE( pSO->pIndexBuffer );

        for( UINT j = 0; j < pSO->TextureCount; ++j )
        {
            pSO->Textures[j].Release();
        }

        delete pSO;
    }
    g_SceneObjects.clear();

    SAFE_DELETE( g_pTerrainView );

    SAFE_RELEASE( g_pTilePool );
    SAFE_RELEASE( g_pd3dDeviceEx );
}
开发者ID:kingofthebongo2008,项目名称:examples,代码行数:56,代码来源:TiledResources11.cpp

示例9: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_SettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );

    g_States.reset();
    g_BatchEffect.reset();
    g_Batch.reset();

    SAFE_RELEASE( g_pBatchInputLayout );
}
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:16,代码来源:Collision.cpp

示例10: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_SettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );

    SAFE_RELEASE( g_pVertexShader11 );
    SAFE_RELEASE( g_pPixelShader11 );
    SAFE_RELEASE( g_pLayout11 );
    SAFE_RELEASE( g_pSamLinear );

    // Delete additional render resources here...

    SAFE_RELEASE( g_pcbVSPerObject11 );
    SAFE_RELEASE( g_pcbVSPerFrame11 );
}
开发者ID:walbourn,项目名称:directx-sdk-samples,代码行数:20,代码来源:SimpleSample11.cpp

示例11: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_D3DSettingsDlg.OnD3D11DestroyDevice();
    CDXUTDirectionWidget::StaticOnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );

    g_Mesh11.Destroy();

    SAFE_RELEASE( g_pEffect );
    
    SAFE_RELEASE( g_pVertexLayout11 );
    SAFE_RELEASE( g_pVertexBuffer );
    SAFE_RELEASE( g_pIndexBuffer );

    SAFE_RELEASE( g_pEnvironmentMapSRV );
}
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:21,代码来源:DynamicShaderLinkageFX11.cpp

示例12: DXUTGetGlobalResourceCache

// Release D3D11 resources created in OnD3D11CreateDevice 
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    gDialogResourceManager.OnD3D11DestroyDevice();
    gD3DSettingsDlg.OnD3D11DestroyDevice();
    //CDXUTDirectionWidget::StaticOnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( gTxtHelper );

    SAFE_RELEASE( gVertexLayout );
    SAFE_RELEASE( gVertexBuffer );
    SAFE_RELEASE( gQuadVB );
    SAFE_RELEASE( gIndexBuffer );
    SAFE_RELEASE( gConstantBuffer );
    SAFE_RELEASE( gVertexShader );
    SAFE_RELEASE( gRenderFramePS );
    SAFE_RELEASE( gRenderTexturePS );
    SAFE_RELEASE( gRenderAlphaPS );
    SAFE_RELEASE( gSamPoint );

	DestroyTextures();
}
开发者ID:Nuos,项目名称:ISPCTextureCompressor,代码行数:22,代码来源:main.cpp

示例13: DXUTTRACE

//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has 
// been destroyed, which generally happens as a result of application termination or 
// windowed/full screen toggles.
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice(void* pUserContext)
{
    DXUTTRACE(L"OnD3D11DestroyDevice called\n");

    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_SettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE(g_pTxtHelper);

    g_pSceneRenderer.OnDestroyDevice();

    for (int i = 0; i < ARRAYSIZE(g_MeshDesc); i++)
    {
        g_SceneMeshes[i].OnDestroyDevice();
    }

    ReleaseRenderTargets();
    ReleaseDepthBuffer();

    g_AORenderer.Release();
}
开发者ID:151706061,项目名称:D3DSamples,代码行数:26,代码来源:DeinterleavedTexturing.cpp

示例14: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_D3DSettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );
    SAFE_RELEASE( g_pPatchLayout );
    SAFE_RELEASE( g_pcbPerFrame );

    SAFE_RELEASE( g_pVertexShader );
    SAFE_RELEASE( g_pHullShaderInteger );
    SAFE_RELEASE( g_pHullShaderFracEven );
    SAFE_RELEASE( g_pHullShaderFracOdd );
    SAFE_RELEASE( g_pDomainShader );
    SAFE_RELEASE( g_pPixelShader );
    SAFE_RELEASE( g_pSolidColorPS );

    SAFE_RELEASE( g_pRasterizerStateSolid );
    SAFE_RELEASE( g_pRasterizerStateWireframe );

    SAFE_RELEASE( g_pControlPointVB );
}
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:25,代码来源:SimpleBezier11.cpp

示例15: DXUTGetGlobalResourceCache

//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_D3DSettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );

    g_Mesh11.Destroy();
                

	SAFE_RELEASE(g_pGeometryShader);
    SAFE_RELEASE( g_pVertexLayout11 );
    SAFE_RELEASE( g_pVertexBuffer );
    SAFE_RELEASE( g_pVertexShader );
    SAFE_RELEASE( g_pPixelShader );
    SAFE_RELEASE( g_pSamLinear );

    SAFE_RELEASE( g_pcbVSPerObject );
    SAFE_RELEASE( g_pcbPSPerObject );
    SAFE_RELEASE( g_pcbPSPerFrame );
	
	SAFE_RELEASE( g_pRasterizerState );
	SAFE_RELEASE( g_pRasterizerStateWF );


	for( int flagIndex =  0; flagIndex < numFlags; ++flagIndex )
	{
		cloths[flagIndex].destroy();
	}

	my_capsule.destroy();

	// Shouldn't need to delete this as it's just a soft body and will be deleted later by the collision object cleanup.
	//for( int flagIndex = 0; flagIndex < m_flags.size(); ++flagIndex )
	//{	
		//delete m_flags[flagIndex];
	//}

	//cleanup in the reverse order of creation/initialization
	if( g_defaultSolver )
		delete g_defaultSolver;
	if( g_cpuSolver )
		delete g_cpuSolver;
	if( g_dx11Solver )
		delete g_dx11Solver;
	if( g_dx11SIMDSolver )
		delete g_dx11SIMDSolver;
	if( g_softBodyOutput )
		delete g_softBodyOutput;
	

	for(int i=0; i< m_collisionShapes.size(); i++)
		delete m_collisionShapes[i];

	//remove the rigidbodies from the dynamics world and delete them
	int i;
	for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
	{
		btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
		btRigidBody* body = btRigidBody::upcast(obj);
		if (body && body->getMotionState())
		{
			delete body->getMotionState();
		}
		m_dynamicsWorld->removeCollisionObject( obj );
		delete obj;
	}

	delete m_dynamicsWorld;	
	delete m_solver;	
	delete m_broadphase;	
	delete m_dispatcher;
	delete m_collisionConfiguration;

		
}
开发者ID:AndreAhmed,项目名称:directxgameengine,代码行数:79,代码来源:cloth_renderer.cpp


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