Texturepool ⇢ TexturePool (fixes #655)
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58
src/util/texture_pool.cpp
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58
src/util/texture_pool.cpp
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#include <mbgl/util/texture_pool.hpp>
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#include <vector>
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const int TextureMax = 64;
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using namespace mbgl;
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GLuint TexturePool::getTextureID() {
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if (texture_ids.empty()) {
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GLuint new_texture_ids[TextureMax];
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glGenTextures(TextureMax, new_texture_ids);
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for (uint32_t id = 0; id < TextureMax; id++) {
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texture_ids.insert(new_texture_ids[id]);
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}
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}
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GLuint id = 0;
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if (!texture_ids.empty()) {
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std::set<GLuint>::iterator id_iterator = texture_ids.begin();
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id = *id_iterator;
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texture_ids.erase(id_iterator);
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}
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return id;
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}
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void TexturePool::removeTextureID(GLuint texture_id) {
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bool needs_clear = false;
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texture_ids.insert(texture_id);
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if (texture_ids.size() > TextureMax) {
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needs_clear = true;
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}
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if (needs_clear) {
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// TODO: We need to find a better way to deal with texture pool cleanup
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// clearTextureIDs();
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}
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}
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void TexturePool::clearTextureIDs() {
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std::vector<GLuint> ids_to_remove;
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ids_to_remove.reserve(texture_ids.size());
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for (std::set<GLuint>::iterator id_iterator = texture_ids.begin();
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id_iterator != texture_ids.end(); ++id_iterator) {
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ids_to_remove.push_back(*id_iterator);
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}
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if (!ids_to_remove.empty()) {
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glDeleteTextures((GLsizei)ids_to_remove.size(), &ids_to_remove[0]);
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}
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texture_ids.clear();
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}
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