st/mesa: release GLSL IR in LinkShader after it's not needed
Reviewed-by: Brian Paul <brianp@vmware.com>
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@ -6149,6 +6149,10 @@ get_mesa_program(struct gl_context *ctx,
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prog->OutputsWritten, 0ULL, prog->PatchOutputsWritten);
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prog->OutputsWritten, 0ULL, prog->PatchOutputsWritten);
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count_resources(v, prog);
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count_resources(v, prog);
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/* The GLSL IR won't be needed anymore. */
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ralloc_free(shader->ir);
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shader->ir = NULL;
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/* This must be done before the uniform storage is associated. */
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/* This must be done before the uniform storage is associated. */
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if (shader->Type == GL_FRAGMENT_SHADER &&
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if (shader->Type == GL_FRAGMENT_SHADER &&
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(prog->InputsRead & VARYING_BIT_POS ||
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(prog->InputsRead & VARYING_BIT_POS ||
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