#include "glsl_parser_extras.h"
#include "ir_optimization.h"
#include "program.h"
+#include "program/hash_table.h"
#include "loop_analysis.h"
#include "standalone_scaffolding.h"
assert(whole_program != NULL);
whole_program->InfoLog = ralloc_strdup(whole_program, "");
+ /* Created just to avoid segmentation faults */
+ whole_program->AttributeBindings = new string_to_uint_map;
+ whole_program->FragDataBindings = new string_to_uint_map;
+ whole_program->FragDataIndexBindings = new string_to_uint_map;
+
for (/* empty */; argc > optind; optind++) {
whole_program->Shaders =
reralloc(whole_program, whole_program->Shaders,
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
ralloc_free(whole_program->_LinkedShaders[i]);
+ delete whole_program->AttributeBindings;
+ delete whole_program->FragDataBindings;
+ delete whole_program->FragDataIndexBindings;
+
ralloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_builtin_functions();