mesa/st: Check for a NULL _LinkedShader[i] before using it.
The rest of the linker/glsl translation code checks for NULL, so I suppose we should check here too. Fixes crash on exit with i915g instanced drawing. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -1154,7 +1154,8 @@ destroy_shader_program_variants_cb(GLuint key, void *data, void *userData)
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}
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for (i = 0; i < Elements(shProg->_LinkedShaders); i++) {
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destroy_program_variants(st, shProg->_LinkedShaders[i]->Program);
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if (shProg->_LinkedShaders[i])
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destroy_program_variants(st, shProg->_LinkedShaders[i]->Program);
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}
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}
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break;
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