}
-/**
- * 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.
GLenum target = 0;
texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
if (!texObj) {
+ _glthread_UNLOCK_MUTEX(GenTexturesLock);
_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;
}
if (delObj) {
/* First check if this texture is currently bound.
* If so, unbind it and decrement the reference count.
+ * XXX all RefCount accesses should be protected by a mutex.
*/
GLuint u;
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
}
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.
*/
delObj->RefCount--;
if (delObj->RefCount == 0) {
GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
struct gl_texture_object *oldTexObj;
- struct gl_texture_object *newTexObj = 0;
+ struct gl_texture_object *newTexObj = NULL;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_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;
}
+ /* XXX all RefCount accesses should be protected by a mutex. */
newTexObj->RefCount++;
/* do the actual binding, but first flush outstanding vertices:
/* Decrement the reference count on the old texture and check if it's
* time to delete it.
*/
+ /* XXX all RefCount accesses should be protected by a mutex. */
oldTexObj->RefCount--;
ASSERT(oldTexObj->RefCount >= 0);
if (oldTexObj->RefCount == 0) {