Dispose of webgl resources properly

Fixes #3889
This commit is contained in:
Daniel Imms
2022-07-06 07:32:42 -07:00
parent 915fa49ce3
commit 54cbbf600d
6 changed files with 29 additions and 7 deletions
@@ -11,6 +11,7 @@ import { IColor } from 'common/Types';
import { IColorSet } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
import { RENDER_MODEL_BG_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL } from './RenderModel';
import { Disposable, toDisposable } from 'common/Lifecycle';
const enum VertexAttribLocations {
POSITION = 0,
@@ -57,7 +58,7 @@ const BYTES_PER_RECTANGLE = INDICES_PER_RECTANGLE * Float32Array.BYTES_PER_ELEME
const INITIAL_BUFFER_RECTANGLE_CAPACITY = 20 * INDICES_PER_RECTANGLE;
export class RectangleRenderer {
export class RectangleRenderer extends Disposable {
private _program: WebGLProgram;
private _vertexArrayObject: IWebGLVertexArrayObject;
@@ -77,9 +78,12 @@ export class RectangleRenderer {
private _gl: IWebGL2RenderingContext,
private _dimensions: IRenderDimensions
) {
super();
const gl = this._gl;
this._program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
this.register(toDisposable(() => gl.deleteProgram(this._program)));
// Uniform locations
this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
@@ -92,6 +96,7 @@ export class RectangleRenderer {
// Setup a_unitquad, this defines the 4 vertices of a rectangle
const unitQuadVertices = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
const unitQuadVerticesBuffer = gl.createBuffer();
this.register(toDisposable(() => gl.deleteBuffer(unitQuadVerticesBuffer)));
gl.bindBuffer(gl.ARRAY_BUFFER, unitQuadVerticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, unitQuadVertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(VertexAttribLocations.UNIT_QUAD);
@@ -101,11 +106,13 @@ export class RectangleRenderer {
// unitQuadVertuces to allow is to draw 2 triangles from the vertices
const unitQuadElementIndices = new Uint8Array([0, 1, 3, 0, 2, 3]);
const elementIndicesBuffer = gl.createBuffer();
this.register(toDisposable(() => gl.deleteBuffer(elementIndicesBuffer)));
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
// Setup attributes
this._attributesBuffer = throwIfFalsy(gl.createBuffer());
this.register(toDisposable(() => gl.deleteBuffer(this._attributesBuffer)));
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.POSITION);
gl.vertexAttribPointer(VertexAttribLocations.POSITION, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 0);