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Don't leak programs when separable patching fails
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@@ -492,11 +492,18 @@ GLuint MakeSeparableShaderProgram(WrappedOpenGL &drv, GLenum type, vector<string
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if(status == 1)
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break;
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drv.glDeleteProgram(sepProg);
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sepProg = 0;
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RDCWARN("Couldn't patch separability into shader, attempt #%d", attempt + 1);
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}
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}
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drv.glGetProgramiv(sepProg, eGL_LINK_STATUS, &status);
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if(sepProg)
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drv.glGetProgramiv(sepProg, eGL_LINK_STATUS, &status);
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else
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status = 0;
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if(status == 0)
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{
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char buffer[1025] = {0};
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