and fail init of gl cleanly again... :)
SVN revision: 51644
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@ -659,14 +659,17 @@ evas_gl_common_context_free(Evas_GL_Context *gc)
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if (gc->shared) gc->shared->references--;
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if (gc->def_surface) evas_gl_common_image_free(gc->def_surface);
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for (i = 0; i < gc->shared->info.pipes_max; i++)
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if (gc->shared)
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{
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if (gc->pipe[i].array.vertex) free(gc->pipe[i].array.vertex);
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if (gc->pipe[i].array.color) free(gc->pipe[i].array.color);
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if (gc->pipe[i].array.texuv) free(gc->pipe[i].array.texuv);
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if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
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if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
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for (i = 0; i < gc->shared->info.pipes_max; i++)
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{
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if (gc->pipe[i].array.vertex) free(gc->pipe[i].array.vertex);
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if (gc->pipe[i].array.color) free(gc->pipe[i].array.color);
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if (gc->pipe[i].array.texuv) free(gc->pipe[i].array.texuv);
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if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
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if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
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}
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}
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if ((gc->shared) && (gc->shared->references == 0))
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@ -441,6 +441,7 @@ evas_gl_common_shader_program_init(Evas_GL_Program *p,
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glCompileShader(p->vert);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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ok = 0;
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glGetShaderiv(p->vert, GL_COMPILE_STATUS, &ok);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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if (!ok)
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@ -454,6 +455,7 @@ evas_gl_common_shader_program_init(Evas_GL_Program *p,
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glCompileShader(p->frag);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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ok = 0;
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glGetShaderiv(p->frag, GL_COMPILE_STATUS, &ok);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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if (!ok)
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@ -482,6 +484,7 @@ evas_gl_common_shader_program_init(Evas_GL_Program *p,
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glLinkProgram(p->prog);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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ok = 0;
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glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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if (!ok)
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