[PATCH 4/5] wined3d: Allocate texture BOs from heap.
Henri Verbeet
hverbeet at gmail.com
Mon Feb 21 10:16:33 CST 2022
On Mon, 21 Feb 2022 at 06:22, Zebediah Figura <zfigura at codeweavers.com> wrote:
> @@ -873,12 +873,13 @@ void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int su
> static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
> unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl)
> {
> - struct wined3d_bo_gl *bo = &texture->sub_resources[sub_resource_idx].bo.gl;
> + struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
>
> TRACE("texture %p, sub_resource_idx %u, context_gl %p.\n", texture, sub_resource_idx, context_gl);
>
> - wined3d_context_gl_destroy_bo(context_gl, bo);
> + wined3d_context_gl_destroy_bo(context_gl, wined3d_bo_gl(sub_resource->bo));
> wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
> + sub_resource->bo = NULL;
> }
>
That leaks sub_resource->bo.
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