Add destroy hooks for several GL objects.
These hooks allow the back-end renderer to free object resources
without having to store pointers to shared device handles for
each and every object. This will allow us to save memory on
back-ends that really care about memory overhead.
There is a downside in that there is more boilerplate in passing
gl::Context handles around everywhere.
BUG=angleproject:1684
Change-Id: I89463bba8d23f92920e8956650cb73c7fc6d66b7
Reviewed-on: https://chromium-review.googlesource.com/426401
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/ContextState.cpp b/src/libANGLE/ContextState.cpp
index d169e00..1d132d0 100644
--- a/src/libANGLE/ContextState.cpp
+++ b/src/libANGLE/ContextState.cpp
@@ -95,14 +95,7 @@
ContextState::~ContextState()
{
- mBuffers->release();
- mShaderPrograms->release();
- mTextures->release();
- mRenderbuffers->release();
- mSamplers->release();
- mFenceSyncs->release();
- mPaths->release();
- mFramebuffers->release();
+ // Handles are released by the Context.
}
const TextureCaps &ContextState::getTextureCap(GLenum internalFormat) const