diff --git a/ext/native/thin3d/GLQueueRunner.cpp b/ext/native/thin3d/GLQueueRunner.cpp index 69466388986d..6d123518e31f 100644 --- a/ext/native/thin3d/GLQueueRunner.cpp +++ b/ext/native/thin3d/GLQueueRunner.cpp @@ -107,7 +107,7 @@ void GLQueueRunner::RunInitSteps(const std::vector &steps, bool ski GLRTexture *tex = step.texture_image.texture; if (step.texture_image.allocType == GLRAllocType::ALIGNED) { FreeAlignedMemory(step.texture_image.data); - } else { + } else if (step.texture_image.allocType == GLRAllocType::NEW) { delete[] step.texture_image.data; } break; @@ -119,7 +119,7 @@ void GLQueueRunner::RunInitSteps(const std::vector &steps, bool ski } case GLRInitStepType::CREATE_SHADER: { - WARN_LOG(G3D, "CREATE_PROGRAM found with skipGLCalls, not good"); + WARN_LOG(G3D, "CREATE_SHADER found with skipGLCalls, not good"); break; } default: @@ -490,8 +490,8 @@ void GLQueueRunner::RunSteps(const std::vector &steps, bool skipGLCal const GLRStep &step = *steps[i]; switch (step.stepType) { case GLRStepType::RENDER: + // TODO: With #11425 there'll be a case where we should really free spline data here. break; - // TODO } delete steps[i]; } diff --git a/ext/native/thin3d/GLRenderManager.cpp b/ext/native/thin3d/GLRenderManager.cpp index 2fa97c5b7d21..301a41571cb7 100644 --- a/ext/native/thin3d/GLRenderManager.cpp +++ b/ext/native/thin3d/GLRenderManager.cpp @@ -693,10 +693,8 @@ void GLPushBuffer::Destroy(bool onRenderThread) { // This will automatically unmap device memory, if needed. // NOTE: We immediately delete the buffer, don't go through the deleter, if we're on the render thread. if (onRenderThread) { - // _dbg_assert_(G3D, OnRenderThread()); delete info.buffer; } else { - // _dbg_assert_(G3D, !OnRenderThread()); render_->DeleteBuffer(info.buffer); }