Remove _clutter_shader_release_all()

This function is called when the backend is being disposed - as a way
of releasing all ClutterShader. This doesn't take into account three
things:

  - ClutterShader is deprecated
  - the Backend is *never* disposed
  - once the process terminates, all its resources are automatically
    released by the OS

So the _clutter_shader_release_all() function is a pointless exercise
in futility.
This commit is contained in:
Emmanuele Bassi 2011-10-12 10:36:17 +01:00
parent 9901a06a1f
commit 53d9e88135
4 changed files with 0 additions and 22 deletions

View File

@ -819,20 +819,6 @@ clutter_shader_set_uniform (ClutterShader *shader,
g_assert_not_reached (); g_assert_not_reached ();
} }
/*
* _clutter_shader_release_all:
*
* Iterate through all #ClutterShaders and tell them to release GL context
* related sources.
*/
void
_clutter_shader_release_all (void)
{
g_list_foreach (clutter_shaders_list,
(GFunc) clutter_shader_release,
NULL);
}
/** /**
* clutter_shader_get_fragment_source: * clutter_shader_get_fragment_source:
* @shader: a #ClutterShader * @shader: a #ClutterShader

View File

@ -139,9 +139,6 @@ CoglHandle clutter_shader_get_cogl_program (ClutterShader
CoglHandle clutter_shader_get_cogl_fragment_shader (ClutterShader *shader); CoglHandle clutter_shader_get_cogl_fragment_shader (ClutterShader *shader);
CoglHandle clutter_shader_get_cogl_vertex_shader (ClutterShader *shader); CoglHandle clutter_shader_get_cogl_vertex_shader (ClutterShader *shader);
/* private */
void _clutter_shader_release_all (void);
#endif /* CLUTTER_DISABLE_DEPRECATED */ #endif /* CLUTTER_DISABLE_DEPRECATED */
G_END_DECLS G_END_DECLS

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@ -228,8 +228,6 @@ clutter_backend_osx_dispose (GObject *object)
{ {
ClutterBackendOSX *self = CLUTTER_BACKEND_OSX (object); ClutterBackendOSX *self = CLUTTER_BACKEND_OSX (object);
_clutter_shader_release_all ();
[self->context release]; [self->context release];
self->context = NULL; self->context = NULL;

View File

@ -146,9 +146,6 @@ clutter_backend_win32_dispose (GObject *gobject)
CLUTTER_NOTE (BACKEND, "Removing the event source"); CLUTTER_NOTE (BACKEND, "Removing the event source");
_clutter_backend_win32_events_uninit (CLUTTER_BACKEND (backend_win32)); _clutter_backend_win32_events_uninit (CLUTTER_BACKEND (backend_win32));
/* Unrealize all shaders, since the GL context is going away */
_clutter_shader_release_all ();
G_OBJECT_CLASS (clutter_backend_win32_parent_class)->dispose (gobject); G_OBJECT_CLASS (clutter_backend_win32_parent_class)->dispose (gobject);
if (backend->cogl_context) if (backend->cogl_context)