void GlslManager::delete_sync(GLsync sync) { // We do not know which thread we are called from, and we can only // delete this if we are in one with a valid OpenGL context. // Thus, store it for later deletion in render_frame_texture(). GlslManager* g = GlslManager::get_instance(); g->lock(); g->syncs_to_delete.push_back(sync); g->unlock(); }
void GlslManager::release_texture(glsl_texture texture) { #if USE_TEXTURE_POOL texture->used = 0; #else GlslManager* g = GlslManager::get_instance(); g->lock(); g->texture_list.push_back(texture); g->unlock(); #endif }