void GSShaderOGL::Delete(GLuint s) { if (GLLoader::found_GL_ARB_separate_shader_objects) { gl_DeleteProgram(s); } else { gl_DeleteShader(s); } }
GSShaderOGL::~GSShaderOGL() { if (GLLoader::found_GL_ARB_separate_shader_objects) gl_DeleteProgramPipelines(1, &m_pipeline); for (auto it = m_single_prog.begin(); it != m_single_prog.end() ; it++) gl_DeleteProgram(it->second); m_single_prog.clear(); }