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		7ad70f623e
		
	
	
	
	
		
			
			As stated in the manual:
     glDeleteTextures silently ignores 0's and names that do not
     correspond to existing textures.
If we do not skip these 0 names, they end up as invalid free texture
names in our name allocator.
		
	
			
		
			
				
	
	
		
			26 lines
		
	
	
	
		
			447 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			26 lines
		
	
	
	
		
			447 B
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #pragma once
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| 
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| #include <AK/Stack.h>
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| #include <LibGL/GL/gl.h>
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| 
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| namespace GL {
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| 
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| class TextureNameAllocator {
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| public:
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|     TextureNameAllocator() = default;
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| 
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|     void allocate(GLsizei count, GLuint* textures);
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|     void free(GLuint texture);
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| 
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| private:
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|     Stack<GLuint, 512> m_free_texture_names;
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|     GLuint m_last_texture_id { 1 };
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| };
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| 
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| }
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