Procházet zdrojové kódy

Make sure to detach data before deleting

Before deleting certain objects, they must be detached from their parents. That's the case for shader objects after linkage to shader program and also for the texture/cubemaps/renderbuffers attached to framebuffers. If objects are deleted before detached, they are kept in memory to avoid accessing deleted data.
pull/1381/head
raysan5 před 4 roky
rodič
revize
90befff4b8
1 změnil soubory, kde provedl 33 přidání a 7 odebrání
  1. +33
    -7
      src/rlgl.h

+ 33
- 7
src/rlgl.h Zobrazit soubor

@ -1456,11 +1456,23 @@ void rlDeleteTextures(unsigned int id)
void rlDeleteRenderTextures(RenderTexture2D target)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
if (target.texture.id > 0)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); // Detach texture from FBO
glDeleteTextures(1, &target.texture.id);
}
if (target.depth.id > 0)
{
if (target.depthTexture) glDeleteTextures(1, &target.depth.id);
else glDeleteRenderbuffers(1, &target.depth.id);
if (target.depthTexture)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glDeleteTextures(1, &target.depth.id);
}
else
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glDeleteRenderbuffers(1, &target.depth.id);
}
}
if (target.id > 0) glDeleteFramebuffers(1, &target.id);
@ -1483,8 +1495,12 @@ void rlDeleteVertexArrays(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao)
{
if (id != 0) glDeleteVertexArrays(1, &id);
TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", id);
if (id != 0)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &id);
TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", id);
}
}
#endif
}
@ -3094,8 +3110,18 @@ Shader LoadShaderCode(const char *vsCode, const char *fsCode)
{
shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vertexShaderId != RLGL.State.defaultVShaderId) glDeleteShader(vertexShaderId);
if (fragmentShaderId != RLGL.State.defaultFShaderId) glDeleteShader(fragmentShaderId);
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(shader.id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(shader.id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
if (shader.id == 0)
{

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