https://bugs.freedesktop.org/show_bug.cgi?id=65426

--- Comment #7 from Brian Paul <bri...@vmware.com> ---
(In reply to comment #6)
> (In reply to comment #5)
> > 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.  I doubt that any app/test has ever exercised that case though...

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