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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