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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTABUG - openGL glDeleteBuffers does not delete buffers created using glGenBuffers"
href="https://bugs.freedesktop.org/show_bug.cgi?id=65426#c12">Comment # 12</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTABUG - openGL glDeleteBuffers does not delete buffers created using glGenBuffers"
href="https://bugs.freedesktop.org/show_bug.cgi?id=65426">bug 65426</a>
from <span class="vcard"><a class="email" href="mailto:jfonseca@vmware.com" title="José Fonseca <jfonseca@vmware.com>"> <span class="fn">José Fonseca</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=65426#c7">comment #7</a>)
<span class="quote">> (In reply to <a href="show_bug.cgi?id=65426#c6">comment #6</a>)
> > (In reply to <a href="show_bug.cgi?id=65426#c5">comment #5</a>)
> > > Is this really a problem? Mesa might not always reuse buffer names, but that
> > > does not mean the buffer wasn't properly deleted. As far as I can see,
> > > OpenGL does not require name reuse.
> >
> > It's standard compliant, but it sounds like a symptom of a leak.
>
> It's actually not a leak. glGenTextures/Buffers/Framebuffers(), etc call
> the _mesa_HashFindFreeKeyBlock() function. For speed, it simply returns the
> next previously unused integer.
> If we'd ever hit 0xffffffff (or whatever
> the new hash table's limit is) we'd resort to searching the hash table for a
> lower, unused ID. </span >
Sounds good then.</pre>
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