Remove the Shared->TexObjectList pointer and Next field from gl_texture_object.

Was only used by two drivers to walk over all texture objects.  Can do that
via the hash table instead.
Cleaned up some comments for struct gl_texture_object.
This commit is contained in:
Brian Paul
2005-02-05 18:12:59 +00:00
parent 8c3ddf4270
commit bb7d5f8837
3 changed files with 30 additions and 77 deletions

View File

@@ -157,63 +157,11 @@ _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
}
/**
* Add the given texture object to the texture object pool.
*/
void
_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
{
/* insert into linked list */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
texObj->Next = ctx->Shared->TexObjectList;
ctx->Shared->TexObjectList = texObj;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
if (texObj->Name > 0) {
/* insert into hash table */
_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
}
}
/**
* Remove the given texture object from the texture object pool.
* Do not deallocate the texture object though.
*/
void
_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
{
struct gl_texture_object *tprev, *tcurr;
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
/* unlink from the linked list */
tprev = NULL;
tcurr = ctx->Shared->TexObjectList;
while (tcurr) {
if (tcurr == texObj) {
if (tprev) {
tprev->Next = texObj->Next;
}
else {
ctx->Shared->TexObjectList = texObj->Next;
}
break;
}
tprev = tcurr;
tcurr = tcurr->Next;
}
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
if (texObj->Name > 0) {
/* remove from hash table */
_mesa_HashRemove(ctx->Shared->TexObjects, texObj->Name);
}
}
/**
* Copy texture object state from one texture object to another.
* Use for glPush/PopAttrib.
*
* \param dest destination texture object.
* \param src source texture object.
@@ -620,7 +568,12 @@ _mesa_GenTextures( GLsizei n, GLuint *textures )
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
return;
}
_mesa_save_texture_object(ctx, texObj);
/* insert into hash table */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
textures[i] = name;
}
@@ -702,8 +655,13 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
}
ctx->NewState |= _NEW_TEXTURE;
/* The texture _name_ is now free for re-use. */
_mesa_remove_texture_object(ctx, delObj);
/* The texture _name_ is now free for re-use.
* Remove it from the hash table now.
*/
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
/* The actual texture object will not be freed until it's no
* longer bound in any context.
* XXX all RefCount accesses should be protected by a mutex.
@@ -848,7 +806,11 @@ _mesa_BindTexture( GLenum target, GLuint texName )
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
return;
}
_mesa_save_texture_object(ctx, newTexObj);
/* and insert it into hash table */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}
newTexObj->Target = target;
}