_mesa_delete_renderbuffer does not call the driver-specific
renderbuffer delete function, so the blorp code was leaking the
Intel-specific bits, including some GEM objects.
Call the renderbuffer's ->Delete() method instead, which does the
right thing.
Fixes Unity rapidly sending the machine into the arms of the OOM-killer
Note: This is a candidate for the 9.1 branch.
Reviewed-by: Eric Anholt <eric@anholt.net>
GLbitfield buffer_bit = 0;
if (!formats_match(buffer_bit, src_irb, dst_irb)) {
- _mesa_delete_renderbuffer(ctx, dst_rb);
+ dst_rb->Delete(ctx, dst_rb);
return false;
}
srcX0, srcY0, dstX0, dstY0, dstX1, dstY1, false, mirror_y);
}
- _mesa_delete_renderbuffer(ctx, dst_rb);
+ dst_rb->Delete(ctx, dst_rb);
return true;
}