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testgles2: fix leaks
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+3
-1
@@ -68,6 +68,7 @@ static SDL_GLContext *context = NULL;
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static int depth = 16;
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static int depth = 16;
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static SDL_bool suspend_when_occluded;
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static SDL_bool suspend_when_occluded;
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static GLES2_Context ctx;
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static GLES2_Context ctx;
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static shader_data *datas;
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static int LoadContext(GLES2_Context *data)
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static int LoadContext(GLES2_Context *data)
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{
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{
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@@ -100,6 +101,7 @@ quit(int rc)
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{
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{
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int i;
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int i;
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SDL_free(datas);
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if (context) {
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if (context) {
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for (i = 0; i < state->num_windows; i++) {
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for (i = 0; i < state->num_windows; i++) {
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if (context[i]) {
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if (context[i]) {
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@@ -535,7 +537,6 @@ Render(unsigned int width, unsigned int height, shader_data *data)
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static int done;
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static int done;
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static Uint32 frames;
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static Uint32 frames;
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static shader_data *datas;
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#ifndef SDL_PLATFORM_EMSCRIPTEN
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#ifndef SDL_PLATFORM_EMSCRIPTEN
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static thread_data *threads;
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static thread_data *threads;
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#endif
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#endif
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@@ -934,6 +935,7 @@ int main(int argc, char *argv[])
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SDL_WaitThread(threads[i].thread, NULL);
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SDL_WaitThread(threads[i].thread, NULL);
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}
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}
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}
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}
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SDL_free(threads);
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} else {
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} else {
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while (!done) {
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while (!done) {
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loop();
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loop();
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