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#include <mbgl/util/texture_pool.hpp>
#include <vector>
const int TextureMax = 64;
using namespace mbgl;
GLuint TexturePool::getTextureID() {
if (texture_ids.empty()) {
GLuint new_texture_ids[TextureMax];
glGenTextures(TextureMax, new_texture_ids);
for (uint32_t 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() {
std::vector<GLuint> ids_to_remove;
ids_to_remove.reserve(texture_ids.size());
for (std::set<GLuint>::iterator id_iterator = texture_ids.begin();
id_iterator != texture_ids.end(); ++id_iterator) {
ids_to_remove.push_back(*id_iterator);
}
if (!ids_to_remove.empty()) {
glDeleteTextures((GLsizei)ids_to_remove.size(), &ids_to_remove[0]);
}
texture_ids.clear();
}
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