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Rename server "free" functions to "free_rid" to match exposed API
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@@ -183,7 +183,7 @@ Material::Material() {
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Material::~Material() {
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if (material.is_valid()) {
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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RenderingServer::get_singleton()->free(material);
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RenderingServer::get_singleton()->free_rid(material);
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}
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}
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@@ -700,7 +700,7 @@ void BaseMaterial3D::_update_shader() {
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if (v->users == 0) {
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// Deallocate shader which is no longer in use.
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shader_rid = RID();
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RS::get_singleton()->free(v->shader);
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RS::get_singleton()->free_rid(v->shader);
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shader_map.erase(current_key);
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}
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}
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@@ -2067,7 +2067,7 @@ void fragment() {)";
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if (unlikely(v)) {
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// We raced and managed to create the same key concurrently, so we'll free the shader we just created,
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// given we know it isn't used, and use the winner.
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RS::get_singleton()->free(new_shader);
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RS::get_singleton()->free_rid(new_shader);
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} else {
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ShaderData shader_data;
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shader_data.shader = new_shader;
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@@ -4004,7 +4004,7 @@ BaseMaterial3D::~BaseMaterial3D() {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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// Deallocate shader which is no longer in use.
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RS::get_singleton()->free(shader_map[current_key].shader);
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RS::get_singleton()->free_rid(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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}
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