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/validationES_unittest.cpp b/src/libANGLE/validationES_unittest.cpp
index 586bd71..5d412d8 100644
--- a/src/libANGLE/validationES_unittest.cpp
+++ b/src/libANGLE/validationES_unittest.cpp
@@ -97,7 +97,7 @@
state.setVertexArrayBinding(vertexArray);
state.setDrawFramebufferBinding(framebuffer);
- state.setProgram(program);
+ state.setProgram(nullptr, program);
NiceMock<MockValidationContext> testContext(nullptr, nullptr, Version(3, 0), &state, caps,
textureCaps, extensions, limitations, false);
@@ -119,7 +119,7 @@
state.setVertexArrayBinding(nullptr);
state.setDrawFramebufferBinding(nullptr);
- state.setProgram(nullptr);
+ state.setProgram(nullptr, nullptr);
SafeDelete(vertexArray);
SafeDelete(framebuffer);