glsl2: Free the shader compiler at dri screen destruction.
Hooray, we can valgrind again without adding suppressions. This also adds an interface for use by an implementation of glReleaseShaderCompiler().
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@@ -741,3 +741,33 @@ do_common_optimization(exec_list *ir, bool linked)
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return progress;
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}
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extern "C" {
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/**
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* To be called at GL teardown time, this frees compiler datastructures.
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*
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* After calling this, any previously compiled shaders and shader
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* programs would be invalid. So this should happen at approximately
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* program exit.
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*/
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void
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_mesa_destroy_shader_compiler(void)
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{
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_mesa_destroy_shader_compiler_caches();
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_mesa_glsl_release_types();
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}
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/**
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* Releases compiler caches to trade off performance for memory.
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*
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* Intended to be used with glReleaseShaderCompiler().
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*/
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void
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_mesa_destroy_shader_compiler_caches(void)
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{
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_mesa_glsl_release_functions();
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}
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}
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@@ -178,6 +178,9 @@ extern void _mesa_glsl_warning(const YYLTYPE *locp,
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extern "C" {
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extern int preprocess(void *ctx, const char **shader, char **info_log,
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const struct gl_extensions *extensions);
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extern void _mesa_destroy_shader_compiler();
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extern void _mesa_destroy_shader_compiler_caches();
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}
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extern void _mesa_glsl_lexer_ctor(struct _mesa_glsl_parse_state *state,
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@@ -707,6 +707,8 @@ static void driDestroyScreen(__DRIscreen *psp)
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* stream open to the X-server anymore.
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*/
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_mesa_destroy_shader_compiler();
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if (psp->DriverAPI.DestroyScreen)
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(*psp->DriverAPI.DestroyScreen)(psp);
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