Working on batch reset issue

Corrected memory leak!
This commit is contained in:
Ray 2018-08-17 01:34:45 +02:00
parent eef44fd930
commit 4c84208644

View File

@ -562,7 +562,7 @@ int GetPixelDataSize(int width, int height, int format);// Get pixel data size i
#define WINGDIAPI __declspec(dllimport)
#endif
#include <GL/gl.h> // OpenGL 1.1 library
#include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
@ -822,11 +822,11 @@ static DynamicBuffer triangles; // Default dynamic buffer for triang
static DynamicBuffer quads; // Default dynamic buffer for quads data (used to draw textures)
// Default buffers draw calls
static DrawCall *draws;
static int drawsCounter;
static DrawCall *draws = NULL;
static int drawsCounter = 0;
// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
static Vector3 *tempBuffer;
static Vector3 *tempBuffer = NULL;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
@ -1211,9 +1211,13 @@ void rlEnd(void)
// Verify internal buffers limits
// NOTE: This check is combined with usage of rlCheckBufferLimit()
if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
(triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 3) ||
(quads.vCounter/4 >= MAX_QUADS_BATCH - 4)) rlglDraw();
if ((lines.vCounter/2 >= (MAX_LINES_BATCH - 2)) ||
(triangles.vCounter/3 >= (MAX_TRIANGLES_BATCH - 3)) ||
(quads.vCounter/4 >= (MAX_QUADS_BATCH - 4)))
{
TraceLog(LOG_INFO, "Max batch limit reached. Forcing draw call launch.");
rlglDraw();
}
}
// Define one vertex (position)
@ -1221,10 +1225,13 @@ void rlVertex3f(float x, float y, float z)
{
if (useTempBuffer)
{
tempBuffer[tempBufferCount].x = x;
tempBuffer[tempBufferCount].y = y;
tempBuffer[tempBufferCount].z = z;
tempBufferCount++;
if (tempBufferCount < TEMP_VERTEX_BUFFER_SIZE)
{
tempBuffer[tempBufferCount].x = x;
tempBuffer[tempBufferCount].y = y;
tempBuffer[tempBufferCount].z = z;
tempBufferCount++;
}
}
else
{
@ -1828,6 +1835,7 @@ void rlglClose(void)
TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
free(draws);
free(tempBuffer);
#endif
}
@ -2732,7 +2740,7 @@ void *rlReadTexturePixels(Texture2D texture)
glPixelStorei(GL_PACK_ALIGNMENT, 1);
int glInternalFormat, glFormat, glType;
GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType);
GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType);
unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
@ -4309,11 +4317,6 @@ static void DrawBuffersDefault(void)
glUseProgram(0); // Unbind shader program
}
// Reset draws counter
drawsCounter = 1;
draws[0].textureId = whiteTexture;
draws[0].vertexCount = 0;
// Reset vertex counters for next frame
lines.vCounter = 0;
lines.cCounter = 0;
@ -4323,12 +4326,20 @@ static void DrawBuffersDefault(void)
quads.tcCounter = 0;
quads.cCounter = 0;
tempBufferCount = 0;
useTempBuffer = false;
// Reset depth for next draw
currentDepth = -1.0f;
// Restore projection/modelview matrices
projection = matProjection;
modelview = matModelView;
// Reset draws counter
drawsCounter = 1;
draws[0].textureId = whiteTexture;
draws[0].vertexCount = 0;
}
// Unload default internal buffers vertex data from CPU and GPU