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#include <mbgl/util/texture_pool.hpp>
#include <mbgl/util/gl_object_store.hpp>
#include <mbgl/util/thread_context.hpp>
#include <vector>
const GLsizei TextureMax = 64;
using namespace mbgl;
GLuint TexturePool::getTextureID() {
if (texture_ids.empty()) {
GLuint new_texture_ids[TextureMax];
MBGL_CHECK_ERROR(glGenTextures(TextureMax, new_texture_ids));
for (GLuint id = 0; id < TextureMax; id++) {
texture_ids.insert(new_texture_ids[id]);
}
}
GLuint id = 0;
if (!texture_ids.empty()) {
std::set<GLuint>::iterator id_iterator = texture_ids.begin();
id = *id_iterator;
texture_ids.erase(id_iterator);
}
return id;
}
void TexturePool::removeTextureID(GLuint texture_id) {
bool needs_clear = false;
texture_ids.insert(texture_id);
if (texture_ids.size() > TextureMax) {
needs_clear = true;
}
if (needs_clear) {
// TODO: We need to find a better way to deal with texture pool cleanup
// clearTextureIDs();
}
}
void TexturePool::clearTextureIDs() {
auto getGLObjectStore = util::ThreadContext::getGLObjectStore();
for (auto texture : texture_ids) {
getGLObjectStore->abandonTexture(texture);
}
texture_ids.clear();
}
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