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Address additional comments.
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a3a94bdd33
commit
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@ -107,7 +107,7 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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GLRTexture *tex = step.texture_image.texture;
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if (step.texture_image.allocType == GLRAllocType::ALIGNED) {
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FreeAlignedMemory(step.texture_image.data);
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} else {
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} else if (step.texture_image.allocType == GLRAllocType::NEW) {
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delete[] step.texture_image.data;
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}
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break;
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@ -119,7 +119,7 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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}
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case GLRInitStepType::CREATE_SHADER:
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{
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WARN_LOG(G3D, "CREATE_PROGRAM found with skipGLCalls, not good");
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WARN_LOG(G3D, "CREATE_SHADER found with skipGLCalls, not good");
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break;
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}
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default:
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@ -490,8 +490,8 @@ void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCal
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const GLRStep &step = *steps[i];
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switch (step.stepType) {
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case GLRStepType::RENDER:
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// TODO: With #11425 there'll be a case where we should really free spline data here.
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break;
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// TODO
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}
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delete steps[i];
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}
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@ -693,10 +693,8 @@ void GLPushBuffer::Destroy(bool onRenderThread) {
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// This will automatically unmap device memory, if needed.
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// NOTE: We immediately delete the buffer, don't go through the deleter, if we're on the render thread.
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if (onRenderThread) {
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// _dbg_assert_(G3D, OnRenderThread());
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delete info.buffer;
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} else {
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// _dbg_assert_(G3D, !OnRenderThread());
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render_->DeleteBuffer(info.buffer);
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}
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