Prevent leaking texture ids.
authorSamuel Rødal <samuel.rodal@digia.com>
Wed, 24 Oct 2012 15:51:08 +0000 (17:51 +0200)
committerAndy Nichols <andy.nichols@digia.com>
Wed, 24 Oct 2012 16:01:57 +0000 (18:01 +0200)
commit20b9aa15dcbcf9e76204976a16061bf133b47999
tree0ba76adfb3d6f32ed97b4108f6162ef8294a45da
parent3a192e2ef2d27e8b4a0b1b3e8d2f409d34a9e2bf
Prevent leaking texture ids.

We need to call glDeleteTextures() in the correct thread (and when the
correct context is current). Luckily, QOpenGLSharedResourceGuard is
designed to solve that problem.

Change-Id: Ifc04fb9040ef82947189b098e1e1c4c8d787551f
Reviewed-by: Andy Nichols <andy.nichols@digia.com>
src/compositor/wayland_wrapper/wlsurfacebuffer.cpp
src/compositor/wayland_wrapper/wlsurfacebuffer.h