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类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 );
}
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 );*/
}
示例3: DestroyApp
void CALLBACK OnD3D11DestroyDevice(void* userContext)
{
DestroyApp();
DestroyScene();
gDialogResourceManager.OnD3D11DestroyDevice();
gD3DSettingsDlg.OnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE(gTextHelper);
}
示例4: DestroyD3DComponents
//--------------------------------------------------------------------------------------
HRESULT DestroyD3DComponents()
{
g_DialogResourceManager.OnD3D11DestroyDevice();
g_D3DSettingsDlg.OnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE( g_pTxtHelper );
g_Scene.ReleaseResources();
return S_OK;
}
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();
}
示例6: DestroyD3DComponents
HRESULT DestroyD3DComponents()
{
g_DialogResourceManager.OnD3D11DestroyDevice();
g_D3DSettingsDlg.OnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE(g_pTxtHelper);
g_CascadedShadow.DestroyAndDeallocateShadowResources();
return S_OK;
}
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 );
}
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 );
}
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 );
}
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 );
}
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 );
}
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();
}
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();
}
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 );
}
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;
}