}
void
-_mesa_shader_debug(struct gl_context *, GLenum, GLuint *id,
- const char *, int)
+_mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
+ const char *)
{
}
return shader;
}
+void
+_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
+{
+ free((void *)sh->Source);
+ free(sh->Label);
+ ralloc_free(sh);
+}
+
void
_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
{
ralloc_free(shProg->InfoLog);
shProg->InfoLog = ralloc_strdup(shProg, "");
+ ralloc_free(shProg->BufferInterfaceBlocks);
+ shProg->BufferInterfaceBlocks = NULL;
+ shProg->NumBufferInterfaceBlocks = 0;
+
ralloc_free(shProg->UniformBlocks);
shProg->UniformBlocks = NULL;
shProg->NumUniformBlocks = 0;
+
+ ralloc_free(shProg->ShaderStorageBlocks);
+ shProg->ShaderStorageBlocks = NULL;
+ shProg->NumShaderStorageBlocks = 0;
+
for (i = 0; i < MESA_SHADER_STAGES; i++) {
- ralloc_free(shProg->UniformBlockStageIndex[i]);
- shProg->UniformBlockStageIndex[i] = NULL;
+ ralloc_free(shProg->InterfaceBlockStageIndex[i]);
+ shProg->InterfaceBlockStageIndex[i] = NULL;
}
ralloc_free(shProg->AtomicBuffers);
ctx->Extensions.OES_standard_derivatives = true;
ctx->Extensions.EXT_shader_integer_mix = true;
- ctx->Extensions.EXT_texture3D = true;
ctx->Extensions.EXT_texture_array = true;
ctx->Extensions.NV_texture_rectangle = true;