glamor: Drop CloseScreen-time GL resource cleanup code.
These will all be freed when the context is freed. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Dave Airlie <airlied@redhat.com>
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@ -585,13 +585,8 @@ glamor_release_screen_priv(ScreenPtr screen)
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glamor_screen_private *glamor_priv;
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glamor_screen_private *glamor_priv;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_priv = glamor_get_screen_private(screen);
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glamor_fini_composite_shaders(screen);
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glamor_fini_vbo(screen);
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glamor_fini_vbo(screen);
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glamor_fini_pixmap_fbo(screen);
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glamor_fini_pixmap_fbo(screen);
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glamor_fini_finish_access_shaders(screen);
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#ifdef GLAMOR_GRADIENT_SHADER
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glamor_fini_gradient_shader(screen);
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#endif
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glamor_pixmap_fini(screen);
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glamor_pixmap_fini(screen);
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free(glamor_priv);
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free(glamor_priv);
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@ -283,17 +283,6 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
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glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
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glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
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}
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}
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void
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glamor_fini_finish_access_shaders(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glDeleteProgram(glamor_priv->finish_access_prog[0]);
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glDeleteProgram(glamor_priv->finish_access_prog[1]);
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}
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GCOps glamor_gc_ops = {
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GCOps glamor_gc_ops = {
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.FillSpans = glamor_fill_spans,
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.FillSpans = glamor_fill_spans,
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.SetSpans = glamor_set_spans,
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.SetSpans = glamor_set_spans,
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@ -582,27 +582,6 @@ glamor_init_gradient_shader(ScreenPtr screen)
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_glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
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_glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
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}
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}
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void
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glamor_fini_gradient_shader(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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int i = 0;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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for (i = 0; i < 3; i++) {
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/* Linear Gradient */
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if (glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i])
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glDeleteProgram(glamor_priv->gradient_prog
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[SHADER_GRADIENT_LINEAR][i]);
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if (glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i])
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glDeleteProgram(glamor_priv->gradient_prog
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[SHADER_GRADIENT_RADIAL][i]);
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}
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}
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static void
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static void
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_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
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_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
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int width, int height, int normalize)
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int width, int height, int normalize)
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@ -645,7 +645,6 @@ glamor_pixmap_fbo *glamor_create_fbo_array(glamor_screen_private *glamor_priv,
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/* glamor_core.c */
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/* glamor_core.c */
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void glamor_init_finish_access_shaders(ScreenPtr screen);
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void glamor_init_finish_access_shaders(ScreenPtr screen);
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void glamor_fini_finish_access_shaders(ScreenPtr screen);
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Bool glamor_get_drawable_location(const DrawablePtr drawable);
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Bool glamor_get_drawable_location(const DrawablePtr drawable);
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void glamor_get_drawable_deltas(DrawablePtr drawable, PixmapPtr pixmap,
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void glamor_get_drawable_deltas(DrawablePtr drawable, PixmapPtr pixmap,
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@ -703,7 +702,6 @@ void glamor_composite(CARD8 op,
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INT16 xDst, INT16 yDst, CARD16 width, CARD16 height);
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INT16 xDst, INT16 yDst, CARD16 width, CARD16 height);
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void glamor_init_composite_shaders(ScreenPtr screen);
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void glamor_init_composite_shaders(ScreenPtr screen);
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void glamor_fini_composite_shaders(ScreenPtr screen);
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void glamor_composite_rects(CARD8 op,
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void glamor_composite_rects(CARD8 op,
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PicturePtr pDst,
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PicturePtr pDst,
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xRenderColor *color, int nRect, xRectangle *rects);
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xRenderColor *color, int nRect, xRectangle *rects);
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@ -722,7 +720,6 @@ void glamor_trapezoids(CARD8 op,
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/* glamor_gradient.c */
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/* glamor_gradient.c */
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void glamor_init_gradient_shader(ScreenPtr screen);
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void glamor_init_gradient_shader(ScreenPtr screen);
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void glamor_fini_gradient_shader(ScreenPtr screen);
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PicturePtr glamor_generate_linear_gradient_picture(ScreenPtr screen,
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PicturePtr glamor_generate_linear_gradient_picture(ScreenPtr screen,
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PicturePtr src_picture,
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PicturePtr src_picture,
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int x_source, int y_source,
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int x_source, int y_source,
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@ -414,27 +414,6 @@ glamor_init_composite_shaders(ScreenPtr screen)
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free(eb);
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free(eb);
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}
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}
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void
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glamor_fini_composite_shaders(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_composite_shader *shader;
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int i, j, k;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &glamor_priv->ebo);
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for (i = 0; i < SHADER_SOURCE_COUNT; i++)
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for (j = 0; j < SHADER_MASK_COUNT; j++)
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for (k = 0; k < SHADER_IN_COUNT; k++) {
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shader = &glamor_priv->composite_shader[i][j][k];
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if (shader->prog)
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glDeleteProgram(shader->prog);
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}
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}
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static Bool
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static Bool
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glamor_set_composite_op(ScreenPtr screen,
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glamor_set_composite_op(ScreenPtr screen,
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CARD8 op, struct blendinfo *op_info_result,
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CARD8 op, struct blendinfo *op_info_result,
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@ -171,7 +171,6 @@ glamor_fini_vbo(ScreenPtr screen)
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glamor_make_current(glamor_priv);
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glamor_make_current(glamor_priv);
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glDeleteBuffers(1, &glamor_priv->vbo);
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if (!glamor_priv->has_map_buffer_range)
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if (!glamor_priv->has_map_buffer_range)
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free(glamor_priv->vb);
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free(glamor_priv->vb);
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}
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}
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