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glsl: Fix leak of linked uniform names at relink/free of the shader_program.
author
Eric Anholt
<eric@anholt.net>
Thu, 12 Jan 2012 21:16:33 +0000
(13:16 -0800)
committer
Eric Anholt
<eric@anholt.net>
Wed, 18 Jan 2012 17:59:12 +0000
(09:59 -0800)
NOTE: This is a candidate for the 8.0 branch.
src/glsl/link_uniforms.cpp
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diff --git
a/src/glsl/link_uniforms.cpp
b/src/glsl/link_uniforms.cpp
index 02f57d911749a63ece532307b954c937dad4c99e..d51850c216a43599c3d9a9bf589559d88c4e7c1c 100644
(file)
--- a/
src/glsl/link_uniforms.cpp
+++ b/
src/glsl/link_uniforms.cpp
@@
-287,7
+287,7
@@
private:
this->uniforms[id].sampler = ~0;
}
- this->uniforms[id].name =
strdup(
name);
+ this->uniforms[id].name =
ralloc_strdup(this->uniforms,
name);
this->uniforms[id].type = base_type;
this->uniforms[id].initialized = 0;
this->uniforms[id].num_driver_storage = 0;