Fixed the issue where the program wouldn’t close properly in binaries built with MinGW
This commit is contained in:
@ -46,9 +46,13 @@ namespace Prism
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OpenGLVertexBuffer::~OpenGLVertexBuffer()
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{
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#ifdef __MINGW32__
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glDeleteBuffers(1, &m_RendererID);
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#else
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Renderer::Submit([this](){
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glDeleteBuffers(1, &m_RendererID);
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});
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#endif
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}
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void OpenGLVertexBuffer::SetData(void* buffer, uint32_t size, uint32_t offset)
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@ -89,9 +93,13 @@ namespace Prism
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OpenGLIndexBuffer::~OpenGLIndexBuffer()
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{
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#ifdef __MINGW32__
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glDeleteBuffers(1, &m_RendererID);
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#else
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Renderer::Submit([this](){
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glDeleteBuffers(1, &m_RendererID);
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});
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#endif
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}
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void OpenGLIndexBuffer::SetData(void* data, uint32_t size, uint32_t offset)
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@ -19,9 +19,13 @@ namespace Prism
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OpenGLFrameBuffer::~OpenGLFrameBuffer()
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{
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#ifdef __MINGW32__
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glDeleteFramebuffers(1, &m_RendererID);
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#else
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Renderer::Submit([=](){
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glDeleteFramebuffers(1, &m_RendererID);
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});
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#endif
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}
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void OpenGLFrameBuffer::Bind() const
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@ -116,9 +116,13 @@ namespace Prism
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OpenGLTexture2D::~OpenGLTexture2D()
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{
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#ifdef __MINGW32__
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glDeleteTextures(1, &m_RendererID);
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#else
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Renderer::Submit([this](){
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glDeleteTextures(1, &m_RendererID);
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});
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#endif
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}
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void OpenGLTexture2D::Bind(uint32_t slot) const
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@ -275,9 +279,13 @@ namespace Prism
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OpenGLTextureCube::~OpenGLTextureCube()
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{
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#ifdef __MINGW32__
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glDeleteTextures(1, &m_RendererID);
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#else
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Renderer::Submit([this]() {
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glDeleteTextures(1, &m_RendererID);
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});
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#endif
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}
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void OpenGLTextureCube::Bind(uint32_t slot) const
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@ -38,9 +38,13 @@ namespace Prism
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OpenGLVertexArray::~OpenGLVertexArray()
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{
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#ifdef __MINGW32__
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glDeleteVertexArrays(1, &m_RendererID);
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#else
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Renderer::Submit([this](){
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glDeleteVertexArrays(1, &m_RendererID);
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});
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#endif
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}
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void OpenGLVertexArray::Bind() const
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