static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
struct gen_mipmap_state *mipmap);
+static void meta_decompress_cleanup(struct decompress_state *decompress);
static GLuint
compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
+ meta_decompress_cleanup(&ctx->Meta->Decompress);
if (old_context)
_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
else
}
+static void
+meta_decompress_cleanup(struct decompress_state *decompress)
+{
+ if (decompress->FBO != 0) {
+ _mesa_DeleteFramebuffers(1, &decompress->FBO);
+ _mesa_DeleteRenderbuffers(1, &decompress->RBO);
+ }
+
+ if (decompress->ArrayObj != 0) {
+ _mesa_DeleteVertexArrays(1, &decompress->ArrayObj);
+ _mesa_DeleteBuffers(1, &decompress->VBO);
+ }
+
+ if (decompress->Sampler != 0)
+ _mesa_DeleteSamplers(1, &decompress->Sampler);
+
+ memset(decompress, 0, sizeof(*decompress));
+}
+
/**
* Decompress a texture image by drawing a quad with the compressed
* texture and reading the pixels out of the color buffer.