forked from AuroraMiddleware/gtk
gl: Fix implicit leaking of shader object
According to OpenGL spec, a shader object will only be flagged for deletion unless it has been detached; when a program object is deleted, those shader objects attached to it will be detached but not deleted unless they have already been flagged for deletion. So we shall detach a shader object before it is deleted, and delete it before the program object is deleted best.
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@ -787,6 +787,8 @@ gtk_gears_realize (GtkWidget *widget)
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glLinkProgram(program);
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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g_debug ("program info: %s\n", msg);
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glDetachShader (program, v);
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glDetachShader (program, f);
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glDeleteShader (v);
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glDeleteShader (f);
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@ -107,6 +107,9 @@ make_program (GdkGLContextProgram *program,
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glLinkProgram (program->program);
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glDetachShader (program->program, vertex_shader);
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glDetachShader (program->program, fragment_shader);
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glDeleteShader (vertex_shader);
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glDeleteShader (fragment_shader);
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@ -232,6 +232,8 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
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glBindAttribLocation (program_id, 0, "aPosition");
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glBindAttribLocation (program_id, 1, "vUv");
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glLinkProgram (program_id);
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glDetachShader (program_id, vertex_id);
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glDetachShader (program_id, fragment_id);
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glGetProgramiv (program_id, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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@ -252,14 +254,9 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
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glDeleteProgram (program_id);
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program_id = -1;
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goto out;
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}
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glDetachShader (program_id, vertex_id);
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glDeleteShader (vertex_id);
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glDetachShader (program_id, fragment_id);
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glDeleteShader (fragment_id);
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out:
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@ -787,6 +787,8 @@ gtk_gears_realize (GtkWidget *widget)
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glLinkProgram(program);
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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g_print ("program info: %s\n", msg);
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glDetachShader (program, v);
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glDetachShader (program, f);
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glDeleteShader (v);
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glDeleteShader (f);
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