ladybird/Userland/Libraries/LibGL/Tex/NameAllocator.cpp
Jelle Raaijmakers 7ad70f623e LibGL: Make glDeleteTextures skip over 0 names
As stated in the manual:
     glDeleteTextures silently ignores 0's and names that do not
     correspond to existing textures.

If we do not skip these 0 names, they end up as invalid free texture
names in our name allocator.
2021-12-11 23:15:24 +01:00

30 lines
745 B
C++

/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/Tex/NameAllocator.h>
namespace GL {
void TextureNameAllocator::allocate(GLsizei count, GLuint* textures)
{
for (auto i = 0; i < count; ++i) {
if (!m_free_texture_names.is_empty()) {
textures[i] = m_free_texture_names.top();
m_free_texture_names.pop();
} else {
// We're out of free previously allocated names. Let's allocate a new contiguous amount from the
// last known texture name
textures[i] = m_last_texture_id++;
}
}
}
void TextureNameAllocator::free(GLuint texture)
{
m_free_texture_names.push(texture);
}
}