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LibGL: Refactor TextureNameAllocator to a more general NameAllocator

This functionality can also be used for other types of objects.
This commit is contained in:
cflip 2022-11-13 15:04:55 -07:00 committed by Andreas Kling
parent 9a0bb8212a
commit 892006218a
7 changed files with 67 additions and 61 deletions

View file

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/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/NameAllocator.h>
namespace GL {
void NameAllocator::allocate(GLsizei count, GLuint* names)
{
for (auto i = 0; i < count; ++i) {
if (!m_free_names.is_empty()) {
names[i] = m_free_names.top();
m_free_names.pop();
} else {
// We're out of free previously allocated names. Let's allocate a new contiguous amount from the
// last known texture name
names[i] = m_last_id++;
}
}
}
void NameAllocator::free(GLuint name)
{
m_free_names.push(name);
}
bool NameAllocator::has_allocated_name(GLuint name) const
{
return name < m_last_id && !m_free_names.contains_slow(name);
}
}