intel: Remove long-dead comment about releasing texture heaps.
BOs are stored in the bufmgr, which is freed as part of the screen structure.
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@@ -827,8 +827,6 @@ intelDestroyContext(__DRIcontext * driContextPriv)
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assert(intel); /* should never be null */
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if (intel) {
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GLboolean release_texture_heaps;
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INTEL_FIREVERTICES(intel);
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_mesa_meta_free(&intel->ctx);
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@@ -837,7 +835,6 @@ intelDestroyContext(__DRIcontext * driContextPriv)
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intel->vtbl.destroy(intel);
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release_texture_heaps = (intel->ctx.Shared->RefCount == 1);
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_swsetup_DestroyContext(&intel->ctx);
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_tnl_DestroyContext(&intel->ctx);
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_vbo_DestroyContext(&intel->ctx);
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@@ -855,18 +852,6 @@ intelDestroyContext(__DRIcontext * driContextPriv)
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drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
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intel->first_post_swapbuffers_batch = NULL;
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if (release_texture_heaps) {
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/* Nothing is currently done here to free texture heaps;
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* but we're not using the texture heap utilities, so I
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* rather think we shouldn't. I've taken a look, and can't
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* find any private texture data hanging around anywhere, but
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* I'm not yet certain there isn't any at all...
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*/
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/* if (INTEL_DEBUG & DEBUG_TEXTURE)
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fprintf(stderr, "do something to free texture heaps\n");
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*/
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}
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driDestroyOptionCache(&intel->optionCache);
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/* free the Mesa context */
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