Added some missed cleanup functions to plug a few memory leaks
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@ -228,6 +228,8 @@ Renderer::Renderer(Window& win) : win(win) {
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box_pipeline = std::make_unique<GraphicsPipeline>(dev, box_shaders, swapchain->extent, *render_pass, bindings, box_buffer->binding(0), box_buffer->attrs(0), GraphicsPipeline::Type::eBOX);
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box_pipeline->update(0, *uniform_buffer);
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for (auto& shader : box_shaders)
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shader.cleanup();
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for (auto& shader : bsp_shaders)
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shader.cleanup();
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@ -414,6 +416,10 @@ Renderer::~Renderer() {
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ui.reset();
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bsp.reset();
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box_buffer.reset();
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box_pipeline.reset();
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uniform_buffer.reset();
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for (auto& tex : textures) {
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tex.cleanup();
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