Fix memory leak with default Framebuffers.
When the depth-stencil attachment had no depth or stencil bits, we
would like a gl::Renderbuffer object. This was causing unbounded
memory growth in Chrome, and could happen when you watched a lot
of streaming video.
The bug was originally reported and fixed by Austin Kinross in
commit 44f4d74c0f07fa23.
BUG=403471
Change-Id: I022f01a6d3159f766e65f65f023e6ce9baacbc8e
Reviewed-on: https://chromium-review.googlesource.com/231583
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Hendrik Wagenaar <hendrikw@chromium.org>
Tested-by: Hendrik Wagenaar <hendrikw@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libGLESv2/Framebuffer.cpp b/src/libGLESv2/Framebuffer.cpp
index 5b21433..64617a5 100644
--- a/src/libGLESv2/Framebuffer.cpp
+++ b/src/libGLESv2/Framebuffer.cpp
@@ -637,12 +637,23 @@
Renderbuffer *colorRenderbuffer = new Renderbuffer(0, colorbuffer);
mColorbuffers[0] = new RenderbufferAttachment(GL_BACK, colorRenderbuffer);
- Renderbuffer *depthStencilBuffer = new Renderbuffer(0, depthStencil);
+ GLenum depthStencilActualFormat = depthStencil->getActualFormat();
+ const gl::InternalFormat &depthStencilFormatInfo = GetInternalFormatInfo(depthStencilActualFormat);
- // Make a new attachment objects to ensure we do not double-delete
- // See angle issue 686
- mDepthbuffer = (depthStencilBuffer->getDepthSize() != 0 ? new RenderbufferAttachment(GL_DEPTH_ATTACHMENT, depthStencilBuffer) : NULL);
- mStencilbuffer = (depthStencilBuffer->getStencilSize() != 0 ? new RenderbufferAttachment(GL_STENCIL_ATTACHMENT, depthStencilBuffer) : NULL);
+ if (depthStencilFormatInfo.depthBits != 0 || depthStencilFormatInfo.stencilBits != 0)
+ {
+ Renderbuffer *depthStencilBuffer = new Renderbuffer(0, depthStencil);
+
+ // Make a new attachment objects to ensure we do not double-delete
+ // See angle issue 686
+ mDepthbuffer = (depthStencilFormatInfo.depthBits != 0 ? new RenderbufferAttachment(GL_DEPTH_ATTACHMENT, depthStencilBuffer) : NULL);
+ mStencilbuffer = (depthStencilFormatInfo.stencilBits != 0 ? new RenderbufferAttachment(GL_STENCIL_ATTACHMENT, depthStencilBuffer) : NULL);
+ }
+ else
+ {
+ // This method transfers ownership, so delete the unused storage if we don't keep it.
+ SafeDelete(depthStencil);
+ }
mDrawBufferStates[0] = GL_BACK;
mReadBufferState = GL_BACK;