unbind_array_object_vbos(ctx, obj);
_mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj, NULL);
_glthread_DESTROY_MUTEX(obj->Mutex);
+ free(obj->Label);
free(obj);
}
bufObj->Name = ~0;
_glthread_DESTROY_MUTEX(bufObj->Mutex);
+ free(bufObj->Label);
free(bufObj);
}
}
}
+ free(dlist->Label);
free(dlist);
}
{
if (fb) {
_mesa_free_framebuffer_data(fb);
+ free(fb->Label);
free(fb);
}
}
static void
_mesa_delete_query(struct gl_context *ctx, struct gl_query_object *q)
{
+ free(q->Label);
free(q);
}
_mesa_delete_renderbuffer(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
_glthread_DESTROY_MUTEX(rb->Mutex);
+ free(rb->Label);
free(rb);
}
_mesa_delete_sampler_object(struct gl_context *ctx,
struct gl_sampler_object *sampObj)
{
+ free(sampObj->Label);
free(sampObj);
}
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
{
free((void *)sh->Source);
+ free(sh->Label);
_mesa_reference_program(ctx, &sh->Program, NULL);
ralloc_free(sh);
}
shProg->_LinkedShaders[sh] = NULL;
}
}
+
+ free(shProg->Label);
}
_mesa_delete_sync_object(struct gl_context *ctx, struct gl_sync_object *syncObj)
{
(void) ctx;
+ free(syncObj->Label);
free(syncObj);
}
/* destroy the mutex -- it may have allocated memory (eg on bsd) */
_glthread_DESTROY_MUTEX(texObj->Mutex);
+ free(texObj->Label);
+
/* free this object */
free(texObj);
}
_mesa_reference_buffer_object(ctx, &obj->Buffers[i], NULL);
}
+ free(obj->Label);
free(obj);
}
if (st_obj->buffer)
pipe_resource_reference(&st_obj->buffer, NULL);
+ free(st_obj->Base.Label);
free(st_obj);
}
struct st_sync_object *so = (struct st_sync_object*)obj;
screen->fence_reference(screen, &so->fence, NULL);
+ free(so->b.Label);
free(so);
}