static void clutter_backend_glx_dispose (GObject *gobject) { ClutterBackendGLX *backend_glx = CLUTTER_BACKEND_GLX (gobject); ClutterBackendX11 *backend_x11 = CLUTTER_BACKEND_X11 (gobject); /* Unrealize all shaders, since the GL context is going away */ _clutter_shader_release_all (); if (backend_glx->gl_context) { glXMakeContextCurrent (backend_x11->xdpy, None, None, NULL); glXDestroyContext (backend_x11->xdpy, backend_glx->gl_context); backend_glx->gl_context = None; } if (backend_glx->dummy_glxwin) { glXDestroyWindow (backend_x11->xdpy, backend_glx->dummy_glxwin); backend_glx->dummy_glxwin = None; } if (backend_glx->dummy_xwin) { XDestroyWindow (backend_x11->xdpy, backend_glx->dummy_xwin); backend_glx->dummy_xwin = None; } G_OBJECT_CLASS (clutter_backend_glx_parent_class)->dispose (gobject); }
static void clutter_backend_win32_dispose (GObject *gobject) { ClutterBackend *backend = CLUTTER_BACKEND (gobject); ClutterBackendWin32 *backend_win32 = CLUTTER_BACKEND_WIN32 (gobject); ClutterStageManager *stage_manager; CLUTTER_NOTE (BACKEND, "Disposing the of stages"); stage_manager = clutter_stage_manager_get_default (); g_object_unref (stage_manager); CLUTTER_NOTE (BACKEND, "Removing the event source"); _clutter_backend_win32_events_uninit (CLUTTER_BACKEND (backend_win32)); /* Unrealize all shaders, since the GL context is going away */ _clutter_shader_release_all (); G_OBJECT_CLASS (clutter_backend_win32_parent_class)->dispose (gobject); if (backend->cogl_context) { cogl_object_unref (backend->cogl_context); backend->cogl_context = NULL; } }