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().
This commit is contained in:
Eric Anholt
2010-08-18 16:56:39 -07:00
parent 3cd233eb57
commit b83846475b
3 changed files with 35 additions and 0 deletions

View File

@@ -741,3 +741,33 @@ do_common_optimization(exec_list *ir, bool linked)
return progress;
}
extern "C" {
/**
* To be called at GL teardown time, this frees compiler datastructures.
*
* After calling this, any previously compiled shaders and shader
* programs would be invalid. So this should happen at approximately
* program exit.
*/
void
_mesa_destroy_shader_compiler(void)
{
_mesa_destroy_shader_compiler_caches();
_mesa_glsl_release_types();
}
/**
* Releases compiler caches to trade off performance for memory.
*
* Intended to be used with glReleaseShaderCompiler().
*/
void
_mesa_destroy_shader_compiler_caches(void)
{
_mesa_glsl_release_functions();
}
}

View File

@@ -178,6 +178,9 @@ extern void _mesa_glsl_warning(const YYLTYPE *locp,
extern "C" {
extern int preprocess(void *ctx, const char **shader, char **info_log,
const struct gl_extensions *extensions);
extern void _mesa_destroy_shader_compiler();
extern void _mesa_destroy_shader_compiler_caches();
}
extern void _mesa_glsl_lexer_ctor(struct _mesa_glsl_parse_state *state,

View File

@@ -707,6 +707,8 @@ static void driDestroyScreen(__DRIscreen *psp)
* stream open to the X-server anymore.
*/
_mesa_destroy_shader_compiler();
if (psp->DriverAPI.DestroyScreen)
(*psp->DriverAPI.DestroyScreen)(psp);