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).
This commit is contained in:
Brian Paul
2005-01-19 14:50:52 +00:00
parent 140f99f81c
commit 42fee73aad

View File

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