Change behaviour of glDeleteTextures as discussed on ARB list.
glDeleteTexture makes the texture ID immediately free for re-use while the actual texture object lingers until its reference count goes to zero (when no longer bound by any rendering context).
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@@ -5,9 +5,9 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.2
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* Version: 6.3
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*
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* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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@@ -701,17 +701,14 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
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}
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ctx->NewState |= _NEW_TEXTURE;
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/* If user hasn't already tried to delete the texture... */
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if (!delObj->DeletePending) {
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delObj->DeletePending = GL_TRUE;
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delObj->RefCount--;
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ASSERT(delObj->RefCount >= 0);
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}
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/* See if we can really delete the texture now */
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/* The texture _name_ is now free for re-use. */
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_mesa_remove_texture_object(ctx, delObj);
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/* The actual texture object will not be freed until it's no
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* longer bound in any context.
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*/
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delObj->RefCount--;
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if (delObj->RefCount == 0) {
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ASSERT(delObj->Name != 0); /* Never delete default tex objects */
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_mesa_remove_texture_object(ctx, delObj);
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ASSERT(delObj->Name != 0); /* Never delete default tex objs */
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ASSERT(ctx->Driver.DeleteTexture);
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(*ctx->Driver.DeleteTexture)(ctx, delObj);
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}
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@@ -892,8 +889,6 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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ASSERT(oldTexObj->RefCount >= 0);
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if (oldTexObj->RefCount == 0) {
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ASSERT(oldTexObj->Name != 0);
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ASSERT(oldTexObj->DeletePending);
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_mesa_remove_texture_object(ctx, oldTexObj);
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ASSERT(ctx->Driver.DeleteTexture);
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(*ctx->Driver.DeleteTexture)( ctx, oldTexObj );
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}
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