The compute shader variants of the subroutine tests weren't freeing
the programs and not resetting all state. This resulted in leaked
memory on each test iteration.
VK-GL-CTS issue: 1298
Components: OpenGL
Affects:
KHR-GL*.arrays_of_arrays_gl.Subroutine*
Change-Id: Ia2152476c12f2141698dadd1b208090b28756ce3
}
/* Delete generated objects. */
+ gl.useProgram(0);
+ gl.bindTexture(GL_TEXTURE_2D, 0);
+ gl.bindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ gl.deleteProgram(this->program_object_id);
+ this->program_object_id = 0;
+
gl.deleteTextures(1, &texture_object_id);
gl.deleteFramebuffers(1, &framebuffer_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "An error ocurred while deleting generated objects.");