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authorMiikka Heikkinen <miikka.heikkinen@theqtcompany.com>2014-10-13 10:21:20 +0300
committerMiikka Heikkinen <miikka.heikkinen@theqtcompany.com>2014-10-13 10:33:10 +0300
commit732c9f39f08d7867c8e127c84d319ae514d682fd (patch)
treeacb14a3dbe2cb98e154c28b6845b83c687abb752 /src/datavisualization/engine/surface3drenderer.cpp
parent8ff6a5d6d89d80707dc07fc96e22160fa1f8e973 (diff)
Fix context cleanup
Context was not getting properly cleaned up in cases where render thread stopped before the cleanup took place. Now we ensure that required cleanup is done before context thread terminates. Change-Id: I1489914dafec928eebb69bac737f6f858ff49432 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp25
1 files changed, 10 insertions, 15 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 5daded8f..efecb0e1 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -85,6 +85,8 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
Surface3DRenderer::~Surface3DRenderer()
{
+ fixContextBeforeDelete();
+
if (QOpenGLContext::currentContext()) {
m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer);
m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
@@ -2879,19 +2881,12 @@ void Surface3DRenderer::initShaders(const QString &vertexShader, const QString &
Q_UNUSED(vertexShader);
Q_UNUSED(fragmentShader);
- // draw the shader for the surface according to smooth status, shadow and uniform color
- if (m_surfaceFlatShader)
- delete m_surfaceFlatShader;
- if (m_surfaceSmoothShader)
- delete m_surfaceSmoothShader;
- if (m_surfaceTexturedSmoothShader)
- delete m_surfaceTexturedSmoothShader;
- if (m_surfaceTexturedFlatShader)
- delete m_surfaceTexturedFlatShader;
- if (m_surfaceSliceFlatShader)
- delete m_surfaceSliceFlatShader;
- if (m_surfaceSliceSmoothShader)
- delete m_surfaceSliceSmoothShader;
+ delete m_surfaceFlatShader;
+ delete m_surfaceSmoothShader;
+ delete m_surfaceTexturedSmoothShader;
+ delete m_surfaceTexturedFlatShader;
+ delete m_surfaceSliceFlatShader;
+ delete m_surfaceSliceSmoothShader;
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
@@ -2924,6 +2919,7 @@ void Surface3DRenderer::initShaders(const QString &vertexShader, const QString &
} else {
m_surfaceFlatShader = 0;
m_surfaceSliceFlatShader = 0;
+ m_surfaceTexturedFlatShader = 0;
}
#else
m_surfaceSmoothShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertex"),
@@ -2983,8 +2979,7 @@ void Surface3DRenderer::initSurfaceShaders()
#if !defined(QT_OPENGL_ES_2)
void Surface3DRenderer::initDepthShader()
{
- if (m_depthShader)
- delete m_depthShader;
+ delete m_depthShader;
m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth"),
QStringLiteral(":/shaders/fragmentDepth"));
m_depthShader->initialize();