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C# EffectHandle.Dispose方法代码示例

本文整理汇总了C#中SharpDX.Direct3D9.EffectHandle.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# EffectHandle.Dispose方法的具体用法?C# EffectHandle.Dispose怎么用?C# EffectHandle.Dispose使用的例子?那么恭喜您, 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SharpDX.Direct3D9.EffectHandle的用法示例。


在下文中一共展示了EffectHandle.Dispose方法的1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: LoadFromSource


//.........这里部分代码省略.........
					var macro = new D3D9.Macro();
					if ( define.Contains( "=" ) )
					{
						var split = define.Split( '=' );
						macro.Name = split[ 0 ];
						macro.Definition = split[ 1 ];
					}
					else
					{
						macro.Name = define;
						macro.Definition = "1";
					}

					if ( !string.IsNullOrEmpty( macro.Name ) )
					{
						defines.Add( macro );
					}
				}
			}

			// Populate compile flags
			var compileFlags = UseColumnMajorMatrices
			                   	? D3D9.ShaderFlags.PackMatrixColumnMajor
			                   	: D3D9.ShaderFlags.PackMatrixRowMajor;

#if DEBUG
			compileFlags |= D3D9.ShaderFlags.Debug;
#endif
			switch ( OptimizationLevel )
			{
				case OptimizationLevel.Default:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
					break;

				case OptimizationLevel.None:
					compileFlags |= D3D9.ShaderFlags.SkipOptimization;
					break;

				case OptimizationLevel.LevelZero:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel0;
					break;

				case OptimizationLevel.LevelOne:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
					break;

				case OptimizationLevel.LevelTwo:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel2;
					break;

				case OptimizationLevel.LevelThree:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel3;
					break;
			}

			var parseFlags = compileFlags;
			compileFlags ^= UseColumnMajorMatrices ? D3D9.ShaderFlags.PackMatrixColumnMajor : D3D9.ShaderFlags.PackMatrixRowMajor;

			// include handler
			var includeHandler = new HLSLIncludeHandler( this );

			// Compile & assemble into microcode
			var effectCompiler = new D3D9.EffectCompiler( Source, defines.ToArray(), includeHandler, parseFlags );
			var effectHandle = new D3D9.EffectHandle( EntryPoint );
			var errors = string.Empty;

			try
			{
				MicroCode = effectCompiler.CompileShader( effectHandle, Target, compileFlags, out this.constTable );
			}
			catch ( DX.SharpDXException ex )
			{
				if ( ex is DX.CompilationException )
				{
					errors = ex.Message;
				}

				// check for errors
				if ( !string.IsNullOrEmpty( errors ) )
				{
					if ( MicroCode != null )
					{
						if ( LogManager.Instance != null )
						{
							LogManager.Instance.Write( "HLSL: Warnings while compiling high level shader {0}:\n{1}", Name, errors );
						}
					}
					else
					{
						throw new AxiomException( "HLSL: Unable to compile high level shader {0}:\n{1}", Name, errors );
					}
				}
			}
			finally
			{
				effectCompiler.Dispose();
				effectHandle.Dispose();
				includeHandler.Dispose();
			}
		}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:101,代码来源:HLSLProgram.cs


注:本文中的SharpDX.Direct3D9.EffectHandle.Dispose方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。