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Address additional comments.

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hrydgard committed Oct 6, 2018
1 parent a3a94bd commit f77975d79bb8661eb5bcb8c15ce10e1248132170
Showing with 3 additions and 5 deletions.
  1. +3 −3 ext/native/thin3d/GLQueueRunner.cpp
  2. +0 −2 ext/native/thin3d/GLRenderManager.cpp
@@ -107,7 +107,7 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
GLRTexture *tex = step.texture_image.texture;
if (step.texture_image.allocType == GLRAllocType::ALIGNED) {
FreeAlignedMemory(step.texture_image.data);
} else {
} else if (step.texture_image.allocType == GLRAllocType::NEW) {
delete[] step.texture_image.data;
}
break;
@@ -119,7 +119,7 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
}
case GLRInitStepType::CREATE_SHADER:
{
WARN_LOG(G3D, "CREATE_PROGRAM found with skipGLCalls, not good");
WARN_LOG(G3D, "CREATE_SHADER found with skipGLCalls, not good");
break;
}
default:
@@ -490,8 +490,8 @@ void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCal
const GLRStep &step = *steps[i];
switch (step.stepType) {
case GLRStepType::RENDER:
// TODO: With #11425 there'll be a case where we should really free spline data here.
break;
// TODO
}
delete steps[i];
}
@@ -693,10 +693,8 @@ void GLPushBuffer::Destroy(bool onRenderThread) {
// This will automatically unmap device memory, if needed.
// NOTE: We immediately delete the buffer, don't go through the deleter, if we're on the render thread.
if (onRenderThread) {
// _dbg_assert_(G3D, OnRenderThread());
delete info.buffer;
} else {
// _dbg_assert_(G3D, !OnRenderThread());
render_->DeleteBuffer(info.buffer);
}

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