mesa/main: only call _mesa_destroy_shader_compiler once on exit

There's no point in calling _mesa_destroy_shader_compiler multiple
times on exit; the resources will only be released once anyway.

So let's move the atexit-call into the part that is only called
once.

Signed-off-by: Erik Faye-Lund <kusmabite@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Erik Faye-Lund
2015-06-28 14:51:06 +02:00
committed by Matt Turner
parent ba5e1612c8
commit 195ab79dde
+2 -5
View File
@@ -382,6 +382,8 @@ one_time_init( struct gl_context *ctx )
_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
}
atexit(_mesa_destroy_shader_compiler);
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
if (MESA_VERBOSE != 0) {
_mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
@@ -404,11 +406,6 @@ one_time_init( struct gl_context *ctx )
api_init_mask |= 1 << ctx->API;
mtx_unlock(&OneTimeLock);
/* Hopefully atexit() is widely available. If not, we may need some
* #ifdef tests here.
*/
atexit(_mesa_destroy_shader_compiler);
}