[Tizen] Fix RenderTarget and RenderPass doesn't destroy issue 93/268093/1
authorEunki, Hong <eunkiki.hong@samsung.com>
Mon, 13 Dec 2021 09:03:42 +0000 (18:03 +0900)
committerEunki, Hong <eunkiki.hong@samsung.com>
Thu, 16 Dec 2021 06:05:35 +0000 (15:05 +0900)
commite18e26d65df2c3db5c5d090682286970864a557d
tree0c9a6f7090fada98f27bcc541f3aeda1229b85e2
parentd3d2ef191d689b9a819f9629d80cee4cb3817c65
[Tizen] 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