
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.
26 lines
447 B
C++
26 lines
447 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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#pragma once
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#include <AK/Stack.h>
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#include <LibGL/GL/gl.h>
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namespace GL {
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class TextureNameAllocator {
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public:
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TextureNameAllocator() = default;
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void allocate(GLsizei count, GLuint* textures);
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void free(GLuint texture);
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private:
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Stack<GLuint, 512> m_free_texture_names;
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GLuint m_last_texture_id { 1 };
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};
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}
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