pipeline and renderpass used auto release.
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@@ -107,7 +107,6 @@ public:
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SAFE_CLEAR(render_list);
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SAFE_CLEAR(gbuffer.cmd);
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SAFE_CLEAR(gbuffer.rt);
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SAFE_CLEAR(gbuffer.rp);
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}
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private:
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@@ -39,7 +39,7 @@ class TestApp:public CameraAppFramework
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return(true);
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}
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}os;
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struct:public RenderObject
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{
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Sampler * sampler =nullptr;
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@@ -48,7 +48,7 @@ class TestApp:public CameraAppFramework
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RenderableInstance *renderable_instance =nullptr;
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SceneNode scene_root;
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RenderList *render_list =nullptr;
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RenderList * render_list =nullptr;
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}cube;
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public:
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@@ -56,7 +56,6 @@ public:
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~TestApp()
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{
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SAFE_CLEAR(cube.render_list);
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SAFE_CLEAR(os.pipeline);
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SAFE_CLEAR(os.render_taget);
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}
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@@ -51,11 +51,11 @@ GPUDevice::GPUDevice(GPUDeviceAttribute *da)
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GPUDevice::~GPUDevice()
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{
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ClearRenderPassManage();
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SAFE_CLEAR(swapchainRT);
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SAFE_CLEAR(swapchain);
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ClearRenderPassManage();
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SAFE_CLEAR(texture_queue);
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SAFE_CLEAR(texture_cmd_buf);
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@@ -204,7 +204,7 @@ DeviceRenderPassManage::~DeviceRenderPassManage()
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{
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delete (*obj)->right;
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++obj;
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++obj;
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}
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RenderPassList.Clear();
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