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Re: [Qemu-devel] [PATCH 1/9] shaders: initialize vertexes once
From: |
Gerd Hoffmann |
Subject: |
Re: [Qemu-devel] [PATCH 1/9] shaders: initialize vertexes once |
Date: |
Tue, 15 Sep 2015 09:10:38 +0200 |
> > Therefore, I'm not sure whether deleting the buffer is right here. Maybe
> > OpenGL uses reference counting here, too, so it remembers that the
> > buffer is still in use by the VAO, and so the glDeleteBuffers()
> > operation will only decrease its refcount, but not actually end up
> > deleting it.
Hmm, my docs sayed it's refcounted and as long as the vao uses it
everything should be fine ...
> Oh, and I just noticed: With glDeleteBuffers(), I get a segmentation
> fault when qemu exits (somewhere deep in fglrx_dri.so). Without, the
> segfault disappears.
... but appearently it isn't. Ok, dropping the glDeleteBuffers call.
It isn't freed anyway until qemu exits, so at the end of the day it
doesn't matter much.
cheers,
Gerd
[Qemu-devel] [PATCH 2/9] sdl2: quick & dirty flicker workaround, Gerd Hoffmann, 2015/09/09
[Qemu-devel] [PATCH 3/9] ui/console: add opengl context and scanout support interfaces., Gerd Hoffmann, 2015/09/09
[Qemu-devel] [PATCH 9/9] gtk/opengl: add opengl context and scanout support (GtkGLArea), Gerd Hoffmann, 2015/09/09
[Qemu-devel] [PATCH 8/9] gtk/opengl: add opengl context and scanout support (egl), Gerd Hoffmann, 2015/09/09