renderer/metal: use release() consistently

I’m not sure why this variation was here previously – maybe it
predated the introduction of `release()`?
This commit is contained in:
Emily
2024-11-03 21:54:38 +00:00
parent 9665ff8945
commit e5f9f222b2

View File

@ -177,7 +177,7 @@ pub const GPUState = struct {
pub fn init() !GPUState {
const device = objc.Object.fromId(mtl.MTLCreateSystemDefaultDevice());
const queue = device.msgSend(objc.Object, objc.sel("newCommandQueue"), .{});
errdefer queue.msgSend(void, objc.sel("release"), .{});
errdefer queue.release();
var instance = try InstanceBuffer.initFill(device, &.{
0, 1, 3, // Top-left triangle
@ -206,7 +206,7 @@ pub const GPUState = struct {
for (0..BufferCount) |_| self.frame_sema.wait();
for (&self.frames) |*frame| frame.deinit();
self.instance.deinit();
self.queue.msgSend(void, objc.sel("release"), .{});
self.queue.release();
}
/// Get the next frame state to draw to. This will wait on the
@ -269,13 +269,13 @@ pub const FrameState = struct {
.size = 8,
.format = .grayscale,
});
errdefer deinitMTLResource(grayscale);
errdefer grayscale.release();
const color = try initAtlasTexture(device, &.{
.data = undefined,
.size = 8,
.format = .rgba,
});
errdefer deinitMTLResource(color);
errdefer color.release();
return .{
.uniforms = uniforms,
@ -290,8 +290,8 @@ pub const FrameState = struct {
self.uniforms.deinit();
self.cells.deinit();
self.cells_bg.deinit();
deinitMTLResource(self.grayscale);
deinitMTLResource(self.color);
self.grayscale.release();
self.color.release();
}
};
@ -319,8 +319,8 @@ pub const CustomShaderState = struct {
}
pub fn deinit(self: *CustomShaderState) void {
deinitMTLResource(self.front_texture);
deinitMTLResource(self.back_texture);
self.front_texture.release();
self.back_texture.release();
self.sampler.deinit();
}
};
@ -2057,8 +2057,8 @@ pub fn setScreenSize(
// Only free our previous texture if this isn't our first
// time setting the custom shader state.
if (state.uniforms.resolution[0] > 0) {
deinitMTLResource(state.front_texture);
deinitMTLResource(state.back_texture);
state.front_texture.release();
state.back_texture.release();
}
state.uniforms.resolution = .{
@ -2982,7 +2982,7 @@ fn syncAtlasTexture(device: objc.Object, atlas: *const font.Atlas, texture: *obj
const width = texture.getProperty(c_ulong, "width");
if (atlas.size > width) {
// Free our old texture
deinitMTLResource(texture.*);
texture.*.release();
// Reallocate
texture.* = try initAtlasTexture(device, atlas);
@ -3049,12 +3049,6 @@ fn initAtlasTexture(device: objc.Object, atlas: *const font.Atlas) !objc.Object
return objc.Object.fromId(id);
}
/// Deinitialize a metal resource (buffer, texture, etc.) and free the
/// memory associated with it.
fn deinitMTLResource(obj: objc.Object) void {
obj.msgSend(void, objc.sel("release"), .{});
}
test {
_ = mtl_cell;
}