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.
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@ -819,20 +819,6 @@ clutter_shader_set_uniform (ClutterShader *shader,
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g_assert_not_reached ();
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g_assert_not_reached ();
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}
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}
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/*
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* _clutter_shader_release_all:
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*
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* Iterate through all #ClutterShaders and tell them to release GL context
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* related sources.
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*/
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void
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_clutter_shader_release_all (void)
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{
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g_list_foreach (clutter_shaders_list,
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(GFunc) clutter_shader_release,
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NULL);
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}
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/**
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/**
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* clutter_shader_get_fragment_source:
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* clutter_shader_get_fragment_source:
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* @shader: a #ClutterShader
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* @shader: a #ClutterShader
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@ -139,9 +139,6 @@ CoglHandle clutter_shader_get_cogl_program (ClutterShader
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CoglHandle clutter_shader_get_cogl_fragment_shader (ClutterShader *shader);
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CoglHandle clutter_shader_get_cogl_fragment_shader (ClutterShader *shader);
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CoglHandle clutter_shader_get_cogl_vertex_shader (ClutterShader *shader);
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CoglHandle clutter_shader_get_cogl_vertex_shader (ClutterShader *shader);
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/* private */
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void _clutter_shader_release_all (void);
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#endif /* CLUTTER_DISABLE_DEPRECATED */
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#endif /* CLUTTER_DISABLE_DEPRECATED */
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G_END_DECLS
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G_END_DECLS
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@ -228,8 +228,6 @@ clutter_backend_osx_dispose (GObject *object)
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{
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{
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ClutterBackendOSX *self = CLUTTER_BACKEND_OSX (object);
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ClutterBackendOSX *self = CLUTTER_BACKEND_OSX (object);
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_clutter_shader_release_all ();
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[self->context release];
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[self->context release];
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self->context = NULL;
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self->context = NULL;
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@ -146,9 +146,6 @@ clutter_backend_win32_dispose (GObject *gobject)
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CLUTTER_NOTE (BACKEND, "Removing the event source");
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CLUTTER_NOTE (BACKEND, "Removing the event source");
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_clutter_backend_win32_events_uninit (CLUTTER_BACKEND (backend_win32));
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_clutter_backend_win32_events_uninit (CLUTTER_BACKEND (backend_win32));
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/* Unrealize all shaders, since the GL context is going away */
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_clutter_shader_release_all ();
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G_OBJECT_CLASS (clutter_backend_win32_parent_class)->dispose (gobject);
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G_OBJECT_CLASS (clutter_backend_win32_parent_class)->dispose (gobject);
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if (backend->cogl_context)
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if (backend->cogl_context)
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