glslstage: delete shader on finalize of stage

GLSLstage creates the glShader using glCreateShader, but never calls
glDeleteShader if the glShader is not used anymore. This forces the GL
library to keep the compiled shader around, because it might be used in
the future. Therefore, the glShader is leaked whenever a GLSLStage is
destroyed.

Fix the leak by deleting the glShader when finishing the GLSLStage.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-base/-/merge_requests/886>
This commit is contained in:
Michael Tretter 2020-10-21 11:42:54 +02:00
parent 6af87dee17
commit c9d15fec7e

View file

@ -74,12 +74,24 @@ G_DEFINE_TYPE_WITH_CODE (GstGLSLStage, gst_glsl_stage, GST_TYPE_OBJECT,
GST_DEBUG_CATEGORY_INIT (gst_glsl_stage_debug, "glslstage", 0,
"GLSL Stage"););
static void
_delete_shader (GstGLContext * context, GstGLSLStage * stage)
{
GstGLSLStagePrivate *priv = stage->priv;
if (priv->handle)
priv->vtable.DeleteShader (priv->handle);
}
static void
gst_glsl_stage_finalize (GObject * object)
{
GstGLSLStage *stage = GST_GLSL_STAGE (object);
gint i;
gst_gl_context_thread_add (stage->context,
(GstGLContextThreadFunc) _delete_shader, stage);
if (stage->context) {
gst_object_unref (stage->context);
stage->context = NULL;