minor clean-ups

This commit is contained in:
Brian Paul
2004-03-20 00:22:27 +00:00
parent 23be8efd6f
commit a212e9670b

View File

@@ -580,16 +580,16 @@ _glthread_DECLARE_STATIC_MUTEX(GenTexturesLock);
* Generate texture names.
*
* \param n number of texture names to be generated.
* \param texName an array in which will hold the generated texture names.
* \param textures an array in which will hold the generated texture names.
*
* \sa glGenTextures().
*
* While holding the GenTexturesLock lock, calls _mesa_HashFindFreeKeyBlock()
* to find a block of free texture IDs which are stored in \p texName.
* to find a block of free texture IDs which are stored in \p textures.
* Corresponding empty texture objects are also generated.
*/
void GLAPIENTRY
_mesa_GenTextures( GLsizei n, GLuint *texName )
_mesa_GenTextures( GLsizei n, GLuint *textures )
{
GET_CURRENT_CONTEXT(ctx);
GLuint first;
@@ -601,7 +601,7 @@ _mesa_GenTextures( GLsizei n, GLuint *texName )
return;
}
if (!texName)
if (!textures)
return;
/*
@@ -622,38 +622,41 @@ _mesa_GenTextures( GLsizei n, GLuint *texName )
return;
}
_mesa_save_texture_object(ctx, texObj);
texName[i] = name;
textures[i] = name;
}
_glthread_UNLOCK_MUTEX(GenTexturesLock);
}
/**
* Delete named textures.
*
* \param n number of textures to be deleted.
* \param texName array of textures names to be deleted.
* \param textures array of texture IDs to be deleted.
*
* \sa glDeleteTextures().
*
* For each texture checks if its bound to any of the texture units, unbinding
* it and decrementing the reference count if so. If the texture reference
* count is zero, delete its object.
* If we're about to delete a texture that's currently bound to any
* texture unit, unbind the texture first. Decrement the reference
* count on the texture object and delete it if it's zero.
* Recall that texture objects can be shared among several rendering
* contexts.
*/
void GLAPIENTRY
_mesa_DeleteTextures( GLsizei n, const GLuint *texName)
_mesa_DeleteTextures( GLsizei n, const GLuint *textures)
{
GET_CURRENT_CONTEXT(ctx);
GLint i;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
if (!texName)
if (!textures)
return;
for (i=0;i<n;i++) {
if (texName[i] > 0) {
for (i = 0; i < n; i++) {
if (textures[i] > 0) {
struct gl_texture_object *delObj = (struct gl_texture_object *)
_mesa_HashLookup(ctx->Shared->TexObjects, texName[i]);
_mesa_HashLookup(ctx->Shared->TexObjects, textures[i]);
if (delObj) {
/* First check if this texture is currently bound.
* If so, unbind it and decrement the reference count.