Fix RenderTarget and RenderPass doesn't destroy issue 23/267923/5
authorEunki, Hong <eunkiki.hong@samsung.com>
Mon, 13 Dec 2021 09:03:42 +0000 (18:03 +0900)
committerEunki, Hong <eunkiki.hong@samsung.com>
Wed, 15 Dec 2021 10:23:42 +0000 (19:23 +0900)
commit14fdd3797576ba036117d7f4a83bb9befb1c9b1b
treeb68276da900df74bfc0694ad83ca1a67fef3f2b4
parent040904774b46f922f70f635e51b46c84c1b580bb
Fix RenderTarget and RenderPass doesn't destroy issue

When we create and delete windows repeatly,
previous code doesn't release the memory of
GLES::RenderTarget and GLES::RenderPass.

And cause GLES::~RenderTarget not called,
graphics controller just stack suface infomations
in mSurfaceContexts.

This patch implement the 'TODO' codes so fix the memory issue.

Change-Id: Iebb87a4d4662e8f6c418690950ef46ca09b63d58
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
dali/internal/graphics/gles-impl/egl-graphics-controller.cpp
dali/internal/graphics/gles-impl/egl-graphics-controller.h
dali/internal/graphics/gles-impl/gles-graphics-render-pass.cpp
dali/internal/graphics/gles-impl/gles-graphics-render-pass.h
dali/internal/graphics/gles-impl/gles-graphics-render-target.cpp
dali/internal/graphics/gles-impl/gles-graphics-render-target.h
dali/internal/graphics/gles-impl/gles-graphics-shader.h
dali/internal/graphics/gles-impl/gles-graphics-texture.h