dri: don't touch the shader compiler

This function is for deleting per-screen resources, and the shader
compiler resources are not of such nature. Besides, dri shouldn't
need to even know about the presence of a shader compiler.

These resources will already be released when mesa gets unloaded,
and that should be sufficient.

Signed-off-by: Erik Faye-Lund <kusmabite@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Erik Faye-Lund 2015-06-28 14:51:05 +02:00 committed by Matt Turner
parent 73d2b5af52
commit ba5e1612c8
1 changed files with 0 additions and 3 deletions

View File

@ -46,7 +46,6 @@
#include "dri_util.h"
#include "utils.h"
#include "xmlpool.h"
#include "../glsl/glsl_parser_extras.h"
#include "main/mtypes.h"
#include "main/version.h"
#include "main/errors.h"
@ -238,8 +237,6 @@ static void driDestroyScreen(__DRIscreen *psp)
* stream open to the X-server anymore.
*/
_mesa_destroy_shader_compiler();
psp->driver->DestroyScreen(psp);
driDestroyOptionCache(&psp->optionCache);