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synced 2025-07-25 05:06:24 +03:00
renderer/metal: properly release texture descriptors
Fixes memory leak. We always need to release these descriptors; the textures themselves will retain or copy them if necessary.
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@ -68,7 +68,7 @@ pub fn init(opts: Options) !Self {
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const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
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const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
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break :init id_init;
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break :init id_init;
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};
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};
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errdefer desc.msgSend(void, objc.sel("release"), .{});
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defer desc.release();
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// Set our properties
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// Set our properties
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desc.setProperty("width", @as(c_ulong, @intCast(opts.width)));
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desc.setProperty("width", @as(c_ulong, @intCast(opts.width)));
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@ -50,7 +50,7 @@ pub fn init(
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const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
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const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
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break :init id_init;
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break :init id_init;
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};
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};
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errdefer desc.msgSend(void, objc.sel("release"), .{});
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defer desc.release();
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// Set our properties
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// Set our properties
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desc.setProperty("pixelFormat", @intFromEnum(opts.pixel_format));
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desc.setProperty("pixelFormat", @intFromEnum(opts.pixel_format));
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