mesa: Add some missing clean-up to _mesa_clear_shader_program_data
All of this is already done in link_shaders. More clean-ups coming. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -280,8 +280,9 @@ void
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_mesa_clear_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program *shProg)
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{
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unsigned i;
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if (shProg->UniformStorage) {
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unsigned i;
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for (i = 0; i < shProg->NumUserUniformStorage; ++i)
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_mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
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ralloc_free(shProg->UniformStorage);
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@ -303,6 +304,18 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
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assert(shProg->InfoLog != NULL);
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ralloc_free(shProg->InfoLog);
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shProg->InfoLog = ralloc_strdup(shProg, "");
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ralloc_free(shProg->UniformBlocks);
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shProg->UniformBlocks = NULL;
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shProg->NumUniformBlocks = 0;
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for (i = 0; i < MESA_SHADER_STAGES; i++) {
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ralloc_free(shProg->UniformBlockStageIndex[i]);
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shProg->UniformBlockStageIndex[i] = NULL;
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}
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ralloc_free(shProg->AtomicBuffers);
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shProg->AtomicBuffers = NULL;
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shProg->NumAtomicBuffers = 0;
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}
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