Commit Graph
3 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5 86cd7c43e1 GLSLProgram: Cut it down to what's actually used, fix a shader leak
This is a leftover from the old "native" library. Its only users are the Win32 GE
debugger's preview windows, which call glsl_create_source/destroy/bind/unbind and
read four locations off the struct.

Everything else was dead: glsl_create was declared but never defined anywhere,
which made the entire file-loading and auto-reload half of glsl_recompile
unreachable (glsl_create_source always passes empty filenames), along with the
mtime fields, AutoCharArrayBuf and the VFS/stat includes. glsl_attrib_loc,
glsl_uniform_loc and glsl_get_program had no callers, and the active_programs set
was written and never read. The unused convenience locations cost a
glGetUniformLocation round trip each at link time.

The bug: the vertex shader was leaked when its own compile failed - the fragment
path right below it already deleted it correctly. Failed links leaked the program
object too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vd8ntC2brCUtCrDJMqLbs8
2026-08-28 23:27:28 +02:00
Unknown W. Brackets 2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00