MayaFlux 0.1.0
Digital-First Multimedia Processing Framework
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◆ cleanup()

void MayaFlux::Buffers::RenderProcessor::cleanup ( )
overrideprotectedvirtual

Reimplemented from MayaFlux::Buffers::ShaderProcessor.

Definition at line 337 of file RenderProcessor.cpp.

338{
339 auto& foundry = Portal::Graphics::get_shader_foundry();
341
343 flow.destroy_pipeline(m_render_pipeline_id);
345 }
346
348 flow.destroy_render_pass(m_render_pass_id);
350 }
351
353 foundry.destroy_shader(m_geometry_shader_id);
355 }
356
358 foundry.destroy_shader(m_tess_control_shader_id);
360 }
361
363 foundry.destroy_shader(m_tess_eval_shader_id);
365 }
366
368 foundry.destroy_shader(m_fragment_shader_id);
370 }
371
372 if (m_target_window) {
373 flow.unregister_window(m_target_window);
374 m_target_window.reset();
375 }
376
378
380 "RenderProcessor cleanup complete");
381}
#define MF_DEBUG(comp, ctx,...)
Portal::Graphics::ShaderID m_fragment_shader_id
Portal::Graphics::ShaderID m_geometry_shader_id
Portal::Graphics::RenderPassID m_render_pass_id
Portal::Graphics::ShaderID m_tess_control_shader_id
std::shared_ptr< Core::Window > m_target_window
Portal::Graphics::ShaderID m_tess_eval_shader_id
Portal::Graphics::RenderPipelineID m_render_pipeline_id
@ BufferProcessing
Buffer processing (Buffers::BufferManager, processing chains)
@ Buffers
Buffers, Managers, processors and processing chains.
constexpr RenderPipelineID INVALID_RENDER_PIPELINE
constexpr RenderPassID INVALID_RENDER_PASS
constexpr ShaderID INVALID_SHADER
MAYAFLUX_API RenderFlow & get_render_flow()
Get the global render flow instance.
MAYAFLUX_API ShaderFoundry & get_shader_foundry()
Get the global shader compiler instance.

References MayaFlux::Journal::BufferProcessing, MayaFlux::Journal::Buffers, MayaFlux::Buffers::ShaderProcessor::cleanup(), MayaFlux::Portal::Graphics::get_render_flow(), MayaFlux::Portal::Graphics::get_shader_foundry(), MayaFlux::Portal::Graphics::INVALID_RENDER_PASS, MayaFlux::Portal::Graphics::INVALID_RENDER_PIPELINE, MayaFlux::Portal::Graphics::INVALID_SHADER, m_fragment_shader_id, m_geometry_shader_id, m_render_pass_id, m_render_pipeline_id, m_target_window, m_tess_control_shader_id, m_tess_eval_shader_id, and MF_DEBUG.

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