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
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix