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Merge pull request #12519 from lioncash/leak
PostProcessing: Don't potentially leak memory in BlitFromTexture()
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commit
990303a028
@ -524,9 +524,9 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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needs_resampling ? present_rect.GetHeight() : static_cast<u32>(src_rect.GetHeight());
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if (!m_intermediary_frame_buffer || !m_intermediary_color_texture ||
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m_intermediary_color_texture.get()->GetWidth() != target_width ||
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m_intermediary_color_texture.get()->GetHeight() != target_height ||
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m_intermediary_color_texture.get()->GetLayers() != target_layers)
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m_intermediary_color_texture->GetWidth() != target_width ||
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m_intermediary_color_texture->GetHeight() != target_height ||
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m_intermediary_color_texture->GetLayers() != target_layers)
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{
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const TextureConfig intermediary_color_texture_config(
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target_width, target_height, 1, target_layers, src_tex->GetSamples(),
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@ -580,8 +580,8 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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default_uniform_staging_buffer = false;
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}
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m_intermediary_frame_buffer.release();
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m_intermediary_color_texture.release();
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m_intermediary_frame_buffer.reset();
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m_intermediary_color_texture.reset();
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}
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// TODO: ideally we'd do the user selected post process pass in the intermediary buffer in linear
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