* it never gets deleted.
* XXX with recent/improved refcounting this may not longer be needed.
*/
- shared->NullBufferObj = _mesa_new_buffer_object(ctx, 0, 0);
- shared->NullBufferObj->RefCount = 1000;
-
- shared->ArrayObjects = _mesa_NewHashTable();
+ shared->NullBufferObj = ctx->Driver.NewBufferObject(ctx, 0, 0);
+ shared->NullBufferObj->RefCount = 1000 * 1000 * 1000;
/* Create default texture objects */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
{
struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
GLcontext *ctx = (GLcontext *) userData;
- if (bufObj->Pointer) {
+ if (_mesa_bufferobj_mapped(bufObj)) {
ctx->Driver.UnmapBuffer(ctx, 0, bufObj);
bufObj->Pointer = NULL;
}
}
-/**
- * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
- */
-static void
-delete_arrayobj_cb(GLuint id, void *data, void *userData)
-{
- struct gl_array_object *arrayObj = (struct gl_array_object *) data;
- GLcontext *ctx = (GLcontext *) userData;
- _mesa_delete_array_object(ctx, arrayObj);
-}
-
-
/**
* Callback for freeing shader program data. Call it before delete_shader_cb
* to avoid memory access error.
_mesa_HashDeleteAll(shared->Programs, delete_program_cb, ctx);
_mesa_DeleteHashTable(shared->Programs);
- _mesa_HashDeleteAll(shared->ArrayObjects, delete_arrayobj_cb, ctx);
- _mesa_DeleteHashTable(shared->ArrayObjects);
-
#if FEATURE_ARB_vertex_program
_mesa_reference_vertprog(ctx, &shared->DefaultVertexProgram, NULL);
#endif
#endif
#if FEATURE_ARB_vertex_buffer_object
- _mesa_delete_buffer_object(ctx, shared->NullBufferObj);
+ ctx->Driver.DeleteBuffer(ctx, shared->NullBufferObj);
#endif
/*