return pipe->create_fs_state(pipe, shader);
}
+
+void
+util_free_shader(struct pipe_shader_state *shader)
+{
+ FREE((struct tgsi_token *)shader->tokens);
+ shader->tokens = NULL;
+}
struct pipe_shader_state *shader);
+extern void
+util_free_shader(struct pipe_shader_state *shader);
+
+
#ifdef __cplusplus
}
#endif
st->passthrough_fs =
util_make_fragment_passthrough_shader(st->pipe, &shader);
#if 0 /* We actually need to keep the tokens around at this time */
- _mesa_free((void *) shader.tokens);
+ util_free_shader(&shader);
#endif
}
cso_delete_vertex_shader(st->cso_context, st->bitmap.vs);
st->bitmap.vs = NULL;
}
+ util_free_shader(&st->bitmap.vert_shader);
if (st->bitmap.vbuf) {
pipe_buffer_reference(pipe->screen, &st->bitmap.vbuf, NULL);
struct pipe_context *pipe = st->pipe;
if (st->clear.vert_shader.tokens) {
- _mesa_free((void *) st->clear.vert_shader.tokens);
+ util_free_shader(&st->clear.vert_shader);
st->clear.vert_shader.tokens = NULL;
}
if (st->clear.frag_shader.tokens) {
- _mesa_free((void *) st->clear.frag_shader.tokens);
+ util_free_shader(&st->clear.frag_shader);
st->clear.frag_shader.tokens = NULL;
}