return shader;
}
+void
+_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
+{
+ unsigned i;
+
+ shProg->NumUserUniformStorage = 0;
+ shProg->UniformStorage = NULL;
+ shProg->NumUniformRemapTable = 0;
+ shProg->UniformRemapTable = NULL;
+ shProg->UniformHash = NULL;
+
+ ralloc_free(shProg->InfoLog);
+ shProg->InfoLog = ralloc_strdup(shProg, "");
+
+ ralloc_free(shProg->UniformBlocks);
+ shProg->UniformBlocks = NULL;
+ shProg->NumUniformBlocks = 0;
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ ralloc_free(shProg->UniformBlockStageIndex[i]);
+ shProg->UniformBlockStageIndex[i] = NULL;
+ }
+
+ ralloc_free(shProg->AtomicBuffers);
+ shProg->AtomicBuffers = NULL;
+ shProg->NumAtomicBuffers = 0;
+}
+
void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
{
memset(ctx, 0, sizeof(*ctx));