static void _gl_finish (void *device) { cairo_gl_context_t *ctx = device; int n; _gl_lock (device); _cairo_cache_fini (&ctx->gradients); _cairo_gl_context_fini_shaders (ctx); for (n = 0; n < ARRAY_LENGTH (ctx->glyph_cache); n++) _cairo_gl_glyph_cache_fini (ctx, &ctx->glyph_cache[n]); _gl_unlock (device); }
static void _gl_finish (void *device) { cairo_gl_context_t *ctx = device; int n; _gl_lock (device); _cairo_cache_fini (&ctx->gradients); _cairo_gl_context_fini_shaders (ctx); for (n = 0; n < ARRAY_LENGTH (ctx->glyph_cache); n++) _cairo_gl_glyph_cache_fini (ctx, &ctx->glyph_cache[n]); if (ctx->shared_depth_stencil) ctx->dispatch.DeleteRenderbuffers (1, &ctx->shared_depth_stencil); if (ctx->shared_msaa_depth_stencil) ctx->dispatch.DeleteRenderbuffers (1, &ctx->shared_msaa_depth_stencil); _cairo_gl_image_cache_fini (ctx); _gl_unlock (device); }