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LibGL: Refactor TextureNameAllocator to a more general NameAllocator
This functionality can also be used for other types of objects.
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9a0bb8212a
commit
892006218a
7 changed files with 67 additions and 61 deletions
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@ -190,7 +190,7 @@ void GLContext::gl_delete_textures(GLsizei n, GLuint const* textures)
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if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
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continue;
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m_name_allocator.free(name);
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m_texture_name_allocator.free(name);
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auto texture = texture_object->value;
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@ -211,7 +211,7 @@ void GLContext::gl_gen_textures(GLsizei n, GLuint* textures)
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RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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m_name_allocator.allocate(n, textures);
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m_texture_name_allocator.allocate(n, textures);
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// Initialize all texture names with a nullptr
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for (auto i = 0; i < n; ++i) {
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