| 624 | extern void ClearVertexLayoutCache(); |
| 625 | |
| 626 | void GPUDevice::preDispose() |
| 627 | { |
| 628 | Locker.Lock(); |
| 629 | RenderTargetPool::Flush(); |
| 630 | |
| 631 | // Release resources |
| 632 | _res->DefaultMaterial = nullptr; |
| 633 | _res->DefaultDeformableMaterial = nullptr; |
| 634 | _res->DefaultNormalMap = nullptr; |
| 635 | _res->DefaultWhiteTexture = nullptr; |
| 636 | _res->DefaultBlackTexture = nullptr; |
| 637 | SAFE_DELETE_GPU_RESOURCE(_res->PS_CopyLinear); |
| 638 | SAFE_DELETE_GPU_RESOURCE(_res->PS_Clear); |
| 639 | SAFE_DELETE_GPU_RESOURCE(_res->PS_DecodeYUY2); |
| 640 | SAFE_DELETE_GPU_RESOURCE(_res->FullscreenTriangleVB); |
| 641 | ClearVertexLayoutCache(); |
| 642 | |
| 643 | Locker.Unlock(); |
| 644 | |
| 645 | // Release GPU resources memory and unlink from device |
| 646 | // Note: after that no GPU resources should be used/created, only deleted |
| 647 | _resourcesLock.Lock(); |
| 648 | for (int32 i = _resources.Count() - 1; i >= 0 && i < _resources.Count(); i--) |
| 649 | { |
| 650 | _resources[i]->OnDeviceDispose(); |
| 651 | } |
| 652 | _resources.Clear(); |
| 653 | _resourcesLock.Unlock(); |
| 654 | } |
| 655 | |
| 656 | void GPUDevice::DrawBegin() |
| 657 | { |
nothing calls this directly
no test coverage detected