added mutex to-do comment
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@@ -659,6 +659,7 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
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if (delObj) {
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if (delObj) {
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/* First check if this texture is currently bound.
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/* First check if this texture is currently bound.
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* If so, unbind it and decrement the reference count.
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* If so, unbind it and decrement the reference count.
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* XXX all RefCount accesses should be protected by a mutex.
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*/
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*/
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GLuint u;
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GLuint u;
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for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
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for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
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@@ -705,6 +706,7 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
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_mesa_remove_texture_object(ctx, delObj);
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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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/* 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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* longer bound in any context.
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* XXX all RefCount accesses should be protected by a mutex.
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*/
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*/
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delObj->RefCount--;
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delObj->RefCount--;
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if (delObj->RefCount == 0) {
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if (delObj->RefCount == 0) {
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@@ -851,6 +853,7 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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newTexObj->Target = target;
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newTexObj->Target = target;
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}
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}
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/* XXX all RefCount accesses should be protected by a mutex. */
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newTexObj->RefCount++;
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newTexObj->RefCount++;
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/* do the actual binding, but first flush outstanding vertices:
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/* do the actual binding, but first flush outstanding vertices:
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@@ -885,6 +888,7 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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/* Decrement the reference count on the old texture and check if it's
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/* Decrement the reference count on the old texture and check if it's
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* time to delete it.
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* time to delete it.
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*/
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*/
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/* XXX all RefCount accesses should be protected by a mutex. */
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oldTexObj->RefCount--;
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oldTexObj->RefCount--;
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ASSERT(oldTexObj->RefCount >= 0);
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ASSERT(oldTexObj->RefCount >= 0);
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if (oldTexObj->RefCount == 0) {
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if (oldTexObj->RefCount == 0) {
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