[PATCH] wined3d: Don't leak texture in wined3d_unordered_access_view_destroy_object().
Józef Kucia
jkucia at codeweavers.com
Thu Mar 2 02:44:29 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/view.c | 16 +++++++++++++++-
1 file changed, 15 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index a74a2ea..a8e69fc 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -673,7 +673,21 @@ ULONG CDECL wined3d_unordered_access_view_incref(struct wined3d_unordered_access
static void wined3d_unordered_access_view_destroy_object(void *object)
{
- HeapFree(GetProcessHeap(), 0, object);
+ struct wined3d_unordered_access_view *view = object;
+
+ if (view->gl_view.name)
+ {
+ const struct wined3d_gl_info *gl_info;
+ struct wined3d_context *context;
+
+ context = context_acquire(view->resource->device, NULL, 0);
+ gl_info = context->gl_info;
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
+ checkGLcall("glDeleteTextures");
+ context_release(context);
+ }
+
+ HeapFree(GetProcessHeap(), 0, view);
}
ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view)
--
2.10.2
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