Use SafeRelease and SafeDelete to make sure released objects are NULL and will cause proper errors if referenced again.

TRAC #23617

Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
Author: Geoff Lang
diff --git a/src/libGLESv2/renderer/ShaderExecutable11.cpp b/src/libGLESv2/renderer/ShaderExecutable11.cpp
index e1eb560..61286fb 100644
--- a/src/libGLESv2/renderer/ShaderExecutable11.cpp
+++ b/src/libGLESv2/renderer/ShaderExecutable11.cpp
@@ -47,23 +47,11 @@
 
 ShaderExecutable11::~ShaderExecutable11()
 {
-    if (mVertexExecutable)
-    {
-        mVertexExecutable->Release();
-    }
-    if (mPixelExecutable)
-    {
-        mPixelExecutable->Release();
-    }
-    if (mGeometryExecutable)
-    {
-        mGeometryExecutable->Release();
-    }
-    
-    if (mConstantBuffer)
-    {
-        mConstantBuffer->Release();
-    }
+    SafeRelease(mVertexExecutable);
+    SafeRelease(mPixelExecutable);
+    SafeRelease(mGeometryExecutable);
+
+    SafeRelease(mConstantBuffer);
 }
 
 ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutable *executable)