Reduced LL's leakage of program/shader objects, drastically.
Re-structured some shader loading/unloading handling. These changes are pretty experimental. I'll be holding off of tweaking the paramater managers(among other things) until I know if this stuff is working correctly.
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@@ -71,6 +71,9 @@ protected:
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// our parameter manager singleton instance
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static LLShaderMgr * sInstance;
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public:
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static void unloadShaderClass(int shader_class);
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static std::vector<LLGLSLShader *> &getGlobalShaderList(); //Holds a list of ALL LLGLSLShader objects.
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}; //LLShaderMgr
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#endif
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