return;
}
+ dispatch = glamor_get_dispatch(glamor_priv);
+
if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
dispatch->glDeleteShader(
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][2]);
glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
}
- dispatch = glamor_get_dispatch(glamor_priv);
-
gradient_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch,
return;
}
+ dispatch = glamor_get_dispatch(glamor_priv);
if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
dispatch->glDeleteShader(
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][2]);
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
}
- dispatch = glamor_get_dispatch(glamor_priv);
-
gradient_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch,