Compute passes release their shaders properly;
Active shader was only getting released for render passes.
@@ -5509,7 +5509,7 @@ static void releasePassResources(void) {
lovrRelease(access->texture, lovrTextureDestroy);
}
- if (pass->info.type == PASS_RENDER) {
+ if (pass->info.type == PASS_RENDER || pass->info.type == PASS_COMPUTE) {
for (size_t j = 0; j <= pass->pipelineIndex; j++) {
Pipeline* pipeline = pass->pipeline - j;
lovrRelease(pipeline->font, lovrFontDestroy);
