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Make sure to detach data before deleting

Before deleting certain objects, they must be detached from their parents. That's the case for shader objects after linkage to shader program and also for the texture/cubemaps/renderbuffers attached to framebuffers. If objects are deleted before detached, they are kept in memory to avoid accessing deleted data.
raysan5 5 years ago
parent
commit
90befff4b8
1 changed files with 33 additions and 7 deletions
  1. 33 7
      src/rlgl.h

+ 33 - 7
src/rlgl.h

@@ -1456,11 +1456,23 @@ void rlDeleteTextures(unsigned int id)
 void rlDeleteRenderTextures(RenderTexture2D target)
 void rlDeleteRenderTextures(RenderTexture2D target)
 {
 {
 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
-    if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
+    if (target.texture.id > 0) 
+    {
+        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);  // Detach texture from FBO
+        glDeleteTextures(1, &target.texture.id);
+    }
     if (target.depth.id > 0)
     if (target.depth.id > 0)
     {
     {
-        if (target.depthTexture) glDeleteTextures(1, &target.depth.id);
-        else glDeleteRenderbuffers(1, &target.depth.id);
+        if (target.depthTexture) 
+        {
+            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+            glDeleteTextures(1, &target.depth.id);
+        }
+        else 
+        {
+            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
+            glDeleteRenderbuffers(1, &target.depth.id);
+        }
     }
     }
 
 
     if (target.id > 0) glDeleteFramebuffers(1, &target.id);
     if (target.id > 0) glDeleteFramebuffers(1, &target.id);
@@ -1483,8 +1495,12 @@ void rlDeleteVertexArrays(unsigned int id)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     if (RLGL.ExtSupported.vao)
     if (RLGL.ExtSupported.vao)
     {
     {
-        if (id != 0) glDeleteVertexArrays(1, &id);
-        TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", id);
+        if (id != 0) 
+        {
+            glBindVertexArray(0);
+            glDeleteVertexArrays(1, &id);
+            TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", id);
+        }
     }
     }
 #endif
 #endif
 }
 }
@@ -3094,8 +3110,18 @@ Shader LoadShaderCode(const char *vsCode, const char *fsCode)
     {
     {
         shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
         shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
 
 
-        if (vertexShaderId != RLGL.State.defaultVShaderId) glDeleteShader(vertexShaderId);
-        if (fragmentShaderId != RLGL.State.defaultFShaderId) glDeleteShader(fragmentShaderId);
+        if (vertexShaderId != RLGL.State.defaultVShaderId) 
+        {
+            // Detach shader before deletion to make sure memory is freed
+            glDetachShader(shader.id, vertexShaderId);
+            glDeleteShader(vertexShaderId);
+        }
+        if (fragmentShaderId != RLGL.State.defaultFShaderId) 
+        {
+            // Detach shader before deletion to make sure memory is freed
+            glDetachShader(shader.id, fragmentShaderId);
+            glDeleteShader(fragmentShaderId);
+        }
 
 
         if (shader.id == 0)
         if (shader.id == 0)
         {
         {