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2008-05-13 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_unrealize): Move the shaders release from here... * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_dispose): ... to here. Shaders should be released when the GL context is being destroyed, and that only happens when the backend is being disposed, now that we support multiple stages.
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ChangeLog
11
ChangeLog
@ -1,3 +1,14 @@
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2008-05-13 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/glx/clutter-stage-glx.c:
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(clutter_stage_glx_unrealize): Move the shaders release from here...
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* clutter/glx/clutter-backend-glx.c:
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(clutter_backend_glx_dispose): ... to here. Shaders should be
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released when the GL context is being destroyed, and that only
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happens when the backend is being disposed, now that we support
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multiple stages.
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2008-05-13 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-backend.c:
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@ -176,6 +176,9 @@ clutter_backend_glx_dispose (GObject *gobject)
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ClutterBackendGLX *backend_glx = CLUTTER_BACKEND_GLX (gobject);
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ClutterBackendX11 *backend_x11 = CLUTTER_BACKEND_X11 (gobject);
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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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if (backend_glx->gl_context)
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{
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glXDestroyContext (backend_x11->xdpy, backend_glx->gl_context);
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@ -74,9 +74,6 @@ clutter_stage_glx_unrealize (ClutterActor *actor)
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clutter_x11_trap_x_errors ();
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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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if (G_UNLIKELY (was_offscreen))
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{
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if (stage_glx->glxpixmap)
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