Age | Commit message (Collapse) | Author |
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Instead of doing intricate malloc/free tracking during compiling, allocate
everything (which would be discarded after compiling) from a pool that can
be freed en masse when done.
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Fixes crashes w/ Brad King's depth peeling test.
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The later takes a type parameter so we can match uniforms or attributes/inputs.
Used by the GL_ACTIVE_ATTRIBUTE_MAX_LENGTH and GL_ACTIVE_UNIFORM_MAX_LENGTH
queries. Fixes problem reported by Brad King in VTK.
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what's expected.
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Note that (unlike texture objects), shader handles remain valid (in the
hash table) after glDeleteShader/Program() if the refcount isn't zero.
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