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