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meta: Release resources used by decompress_texture_image

decompress_texture_image creates an FBO, an RBO, a VBO, a VAO, and a
sampler object, but none of them are ever released.  Later patches will
add program objects, exacerbating the problem.  Leaking piles of memory
is generally frowned upon.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Cc: "9.1 9.2 10.0" <mesa-stable@lists.freedesktop.org>
tags/mesa-10.1-rc1
Ian Romanick 11 anni fa
parent
commit
2d3f92e881
1 ha cambiato i file con 21 aggiunte e 0 eliminazioni
  1. 21
    0
      src/mesa/drivers/common/meta.c

+ 21
- 0
src/mesa/drivers/common/meta.c Vedi File

@@ -355,6 +355,7 @@ static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *te
static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
struct gen_mipmap_state *mipmap);
static void meta_decompress_cleanup(struct decompress_state *decompress);

static GLuint
compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
@@ -449,6 +450,7 @@ _mesa_meta_free(struct gl_context *ctx)
meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
meta_decompress_cleanup(&ctx->Meta->Decompress);
if (old_context)
_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
else
@@ -3945,6 +3947,25 @@ _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
}


static void
meta_decompress_cleanup(struct decompress_state *decompress)
{
if (decompress->FBO != 0) {
_mesa_DeleteFramebuffers(1, &decompress->FBO);
_mesa_DeleteRenderbuffers(1, &decompress->RBO);
}

if (decompress->ArrayObj != 0) {
_mesa_DeleteVertexArrays(1, &decompress->ArrayObj);
_mesa_DeleteBuffers(1, &decompress->VBO);
}

if (decompress->Sampler != 0)
_mesa_DeleteSamplers(1, &decompress->Sampler);

memset(decompress, 0, sizeof(*decompress));
}

/**
* Decompress a texture image by drawing a quad with the compressed
* texture and reading the pixels out of the color buffer.

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