gl/calayer: don't leak a gl shader object
We will always overwrite the ca_sink->redisplay_shader without freeing the object.
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@ -891,8 +891,6 @@ gst_ca_opengl_layer_sink_thread_init_redisplay (GstCAOpenGLLayerSink * ca_sink)
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const GstGLFuncs *gl = ca_sink->context->gl_vtable;
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const GstGLFuncs *gl = ca_sink->context->gl_vtable;
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GError *error = NULL;
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GError *error = NULL;
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ca_sink->redisplay_shader = gst_gl_shader_new (ca_sink->context);
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if (!(ca_sink->redisplay_shader = gst_gl_shader_new_default (ca_sink->context, &error))) {
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if (!(ca_sink->redisplay_shader = gst_gl_shader_new_default (ca_sink->context, &error))) {
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GST_ERROR_OBJECT (ca_sink, "Failed to link shader: %s", error->message);
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GST_ERROR_OBJECT (ca_sink, "Failed to link shader: %s", error->message);
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gst_ca_opengl_layer_sink_cleanup_glthread (ca_sink);
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gst_ca_opengl_layer_sink_cleanup_glthread (ca_sink);
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