~BufferStorage() { DeleteFences(); glBindBuffer(m_buffertype, m_buffer); glUnmapBuffer(m_buffertype); glBindBuffer(m_buffertype, 0); }
~PinnedMemory() { DeleteFences(); glBindBuffer(m_buffertype, 0); glFinish(); // ogl pipeline must be flushed, else this buffer can be in use FreeAlignedMemory(m_pointer); m_pointer = nullptr; }
~MapAndSync() { DeleteFences(); }