draw_delete_geometry_shader() seems to be the real one.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
void draw_delete_geometry_shader(struct draw_context *draw,
struct draw_geometry_shader *dgs)
{
+ FREE(dgs->primitive_lengths);
+ FREE((void*) dgs->state.tokens);
FREE(dgs);
}
return shader->emitted_vertices;
}
-void draw_geometry_shader_delete(struct draw_geometry_shader *shader)
-{
- FREE((void*) shader->state.tokens);
- FREE(shader);
-}
-
void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
struct draw_context *draw)
{
void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
struct draw_context *draw);
-void draw_geometry_shader_delete(struct draw_geometry_shader *shader);
-
int draw_gs_max_output_vertices(struct draw_geometry_shader *shader,
unsigned pipe_prim);