glsl: Fix leak of linked uniform names at relink/free of the shader_program.
authorEric Anholt <eric@anholt.net>
Thu, 12 Jan 2012 21:16:33 +0000 (13:16 -0800)
committerEric 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

index 02f57d911749a63ece532307b954c937dad4c99e..d51850c216a43599c3d9a9bf589559d88c4e7c1c 100644 (file)
@@ -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;