From 732c9f39f08d7867c8e127c84d319ae514d682fd Mon Sep 17 00:00:00 2001 From: Miikka Heikkinen Date: Mon, 13 Oct 2014 10:21:20 +0300 Subject: Fix context cleanup MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- src/datavisualization/engine/surface3drenderer.cpp | 25 +++++++++------------- 1 file changed, 10 insertions(+), 15 deletions(-) (limited to 'src/datavisualization/engine/surface3drenderer.cpp') 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(); -- cgit v1.2.3