dri: don't touch the shader compiler
authorErik Faye-Lund <kusmabite@gmail.com>
Sun, 28 Jun 2015 12:51:05 +0000 (14:51 +0200)
committerMatt Turner <mattst88@gmail.com>
Mon, 29 Jun 2015 16:06:40 +0000 (09:06 -0700)
This function is for deleting per-screen resources, and the shader
compiler resources are not of such nature. Besides, dri shouldn't
need to even know about the presence of a shader compiler.

These resources will already be released when mesa gets unloaded,
and that should be sufficient.

Signed-off-by: Erik Faye-Lund <kusmabite@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
src/mesa/drivers/dri/common/dri_util.c

index e7ababe0b6775a7228d6c4c2f4085e54aa6d36a1..ae4592c739d7b02c565f063c6f4c14c85e80d0ae 100644 (file)
@@ -46,7 +46,6 @@
 #include "dri_util.h"
 #include "utils.h"
 #include "xmlpool.h"
-#include "../glsl/glsl_parser_extras.h"
 #include "main/mtypes.h"
 #include "main/version.h"
 #include "main/errors.h"
@@ -238,8 +237,6 @@ static void driDestroyScreen(__DRIscreen *psp)
         * stream open to the X-server anymore.
         */
 
-       _mesa_destroy_shader_compiler();
-
        psp->driver->DestroyScreen(psp);
 
        driDestroyOptionCache(&psp->optionCache);