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