i don't believe that we forgot that desktopgl has an unload for shader

compiler... use it. minor minor minor.



SVN revision: 70374
This commit is contained in:
Carsten Haitzler 2012-04-21 01:51:58 +00:00
parent 17b305b321
commit bbf95e48b7
3 changed files with 8 additions and 0 deletions

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@ -631,6 +631,7 @@ extern void (*glsym_glDeleteFramebuffers) (GLsizei a, const GLuint *b);
extern void (*glsym_glGetProgramBinary) (GLuint a, GLsizei b, GLsizei *c, GLenum *d, void *e);
extern void (*glsym_glProgramBinary) (GLuint a, GLenum b, const void *c, GLint d);
extern void (*glsym_glProgramParameteri) (GLuint a, GLuint b, GLint d);
extern void (*glsym_glReleaseShaderCompiler)(void);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
extern void *(*secsym_eglCreateImage) (void *a, void *b, GLenum c, void *d, const int *e);

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@ -21,6 +21,7 @@ void (*glsym_glDeleteFramebuffers) (GLsizei a, const GLuint *b) = NULL;
void (*glsym_glGetProgramBinary) (GLuint a, GLsizei b, GLsizei *c, GLenum *d, void *e) = NULL;
void (*glsym_glProgramBinary) (GLuint a, GLenum b, const void *c, GLint d) = NULL;
void (*glsym_glProgramParameteri) (GLuint a, GLuint b, GLint d) = NULL;
void (*glsym_glReleaseShaderCompiler)(void) = NULL;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// just used for finding symbols :)
@ -94,6 +95,10 @@ gl_symbols(void)
FINDSYM(glsym_glProgramParameteri, "glProgramParameteriEXT", glsym_func_void);
FINDSYM(glsym_glProgramParameteri, "glProgramParameteriARB", glsym_func_void);
FINDSYM(glsym_glReleaseShaderCompiler, "glReleaseShaderCompiler", glsym_func_void);
FINDSYM(glsym_glReleaseShaderCompiler, "glReleaseShaderCompilerEXT", glsym_func_void);
FINDSYM(glsym_glReleaseShaderCompiler, "glReleaseShaderCompilerARB", glsym_func_void);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
#undef FINDSYM
#define FINDSYM(dst, sym, typ) \

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@ -1250,6 +1250,8 @@ evas_gl_common_shader_program_init_done(void)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
glReleaseShaderCompiler();
#else
if (glsym_glReleaseShaderCompiler) glsym_glReleaseShaderCompiler();
#endif
}