Call glReleaseShaderCompiler on GLES
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@ -101,6 +101,11 @@ void initGLFunctions()
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if (glMajor < 2)
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if (glMajor < 2)
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throw EXC("At least OpenGL (ES) 2.0 is required");
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throw EXC("At least OpenGL (ES) 2.0 is required");
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if (gles)
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{
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GL_ES_FUN;
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}
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BoostSet<std::string> ext;
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BoostSet<std::string> ext;
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if (glMajor >= 3)
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if (glMajor >= 3)
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@ -110,6 +110,9 @@ typedef void (APIENTRYP _PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);
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typedef void (APIENTRYP _PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);
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typedef void (APIENTRYP _PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);
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typedef void (APIENTRYP _PFNGLBINDVERTEXARRAYPROC) (GLuint array);
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typedef void (APIENTRYP _PFNGLBINDVERTEXARRAYPROC) (GLuint array);
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/* GLES only */
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typedef void (APIENTRYP _PFNGLRELEASESHADERCOMPILERPROC) (void);
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#ifdef GLES2_HEADER
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#ifdef GLES2_HEADER
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#define GL_NUM_EXTENSIONS 0x821D
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#define GL_NUM_EXTENSIONS 0x821D
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#define GL_READ_FRAMEBUFFER 0x8CA8
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#define GL_READ_FRAMEBUFFER 0x8CA8
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@ -178,6 +181,9 @@ typedef void (APIENTRYP _PFNGLBINDVERTEXARRAYPROC) (GLuint array);
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GL_FUN(DisableVertexAttribArray, _PFNGLDISABLEVERTEXATTRIBARRAYPROC) \
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GL_FUN(DisableVertexAttribArray, _PFNGLDISABLEVERTEXATTRIBARRAYPROC) \
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GL_FUN(VertexAttribPointer, _PFNGLVERTEXATTRIBPOINTERPROC)
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GL_FUN(VertexAttribPointer, _PFNGLVERTEXATTRIBPOINTERPROC)
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#define GL_ES_FUN \
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GL_FUN(ReleaseShaderCompiler, _PFNGLRELEASESHADERCOMPILERPROC)
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#define GL_FBO_FUN \
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#define GL_FBO_FUN \
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/* Framebuffer object */ \
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/* Framebuffer object */ \
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GL_FUN(GenFramebuffers, _PFNGLGENFRAMEBUFFERSPROC) \
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GL_FUN(GenFramebuffers, _PFNGLGENFRAMEBUFFERSPROC) \
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@ -206,6 +212,7 @@ struct GLFunctions
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#define GL_FUN(name, type) type name;
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#define GL_FUN(name, type) type name;
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GL_20_FUN
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GL_20_FUN
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GL_ES_FUN
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GL_FBO_FUN
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GL_FBO_FUN
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GL_FBO_BLIT_FUN
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GL_FBO_BLIT_FUN
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GL_VAO_FUN
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GL_VAO_FUN
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@ -111,6 +111,10 @@ struct SharedStatePrivate
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fontState(threadData->config),
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fontState(threadData->config),
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stampCounter(0)
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stampCounter(0)
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{
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{
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/* Shaders have been compiled in ShaderSet's constructor */
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if (gl.ReleaseShaderCompiler)
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gl.ReleaseShaderCompiler();
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// FIXME find out correct archive filename
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// FIXME find out correct archive filename
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std::string archPath = defGameArchive();
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std::string archPath = defGameArchive();
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