main: Fix delete_shader_cb() for geometry shaders
authorPaul Berry <stereotype441@gmail.com>
Mon, 17 Jun 2013 03:18:59 +0000 (06:18 +0300)
committerPaul Berry <stereotype441@gmail.com>
Fri, 2 Aug 2013 03:23:25 +0000 (20:23 -0700)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/mesa/main/shared.c

index 5ef88098f824071719eb596fa557660708cd287f..2f73cf3caf237f565eaac52fded252d3ef80e6c0 100644 (file)
@@ -218,7 +218,8 @@ delete_shader_cb(GLuint id, void *data, void *userData)
 {
    struct gl_context *ctx = (struct gl_context *) userData;
    struct gl_shader *sh = (struct gl_shader *) data;
-   if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
+   if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER ||
+       sh->Type == GL_GEOMETRY_SHADER) {
       ctx->Driver.DeleteShader(ctx, sh);
    }
    else {