* 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;
return;
}
- if (!texName)
+ if (!textures)
return;
/*
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.