assert(intel); /* should never be null */
if (intel) {
- GLboolean release_texture_heaps;
-
INTEL_FIREVERTICES(intel);
_mesa_meta_free(&intel->ctx);
intel->vtbl.destroy(intel);
- release_texture_heaps = (intel->ctx.Shared->RefCount == 1);
_swsetup_DestroyContext(&intel->ctx);
_tnl_DestroyContext(&intel->ctx);
_vbo_DestroyContext(&intel->ctx);
drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
intel->first_post_swapbuffers_batch = NULL;
- if (release_texture_heaps) {
- /* Nothing is currently done here to free texture heaps;
- * but we're not using the texture heap utilities, so I
- * rather think we shouldn't. I've taken a look, and can't
- * find any private texture data hanging around anywhere, but
- * I'm not yet certain there isn't any at all...
- */
- /* if (INTEL_DEBUG & DEBUG_TEXTURE)
- fprintf(stderr, "do something to free texture heaps\n");
- */
- }
-
driDestroyOptionCache(&intel->optionCache);
/* free the Mesa context */