Free up resources by deleting shaders early on
Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
diff --git a/libs/hwui/Program.h b/libs/hwui/Program.h
index 764cb05..edd1209 100644
--- a/libs/hwui/Program.h
+++ b/libs/hwui/Program.h
@@ -122,18 +122,17 @@
GLuint buildShader(const char* source, GLenum type);
// Name of the OpenGL program
- GLuint id;
-
- // Name of the shaders
- GLuint vertexShader;
- GLuint fragmentShader;
+ GLuint mProgramId;
// Keeps track of attributes and uniforms slots
- KeyedVector<const char*, int> attributes;
- KeyedVector<const char*, int> uniforms;
+ KeyedVector<const char*, int> mAttributes;
+ KeyedVector<const char*, int> mUniforms;
bool mUse;
bool mInitialized;
+
+ bool mHasColorUniform;
+ int mColorUniform;
}; // class Program
}; // namespace uirenderer