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>
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Matt Turner
parent
ba5e1612c8
commit
195ab79dde
@@ -382,6 +382,8 @@ one_time_init( struct gl_context *ctx )
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_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
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}
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atexit(_mesa_destroy_shader_compiler);
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#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
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if (MESA_VERBOSE != 0) {
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_mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
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@@ -404,11 +406,6 @@ one_time_init( struct gl_context *ctx )
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api_init_mask |= 1 << ctx->API;
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mtx_unlock(&OneTimeLock);
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/* Hopefully atexit() is widely available. If not, we may need some
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* #ifdef tests here.
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*/
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atexit(_mesa_destroy_shader_compiler);
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}
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