예제 #1
0
/**
 * Free pipeline state for given context.
 */
void
_mesa_free_pipeline_data(struct gl_context *ctx)
{
   _mesa_HashDeleteAll(ctx->Pipeline.Objects, delete_pipelineobj_cb, ctx);
   _mesa_DeleteHashTable(ctx->Pipeline.Objects);

   _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
   _mesa_delete_pipeline_object(ctx, ctx->Pipeline.Default);

}
예제 #2
0
static void
intelDestroyScreen(__DRIscreen * sPriv)
{
   struct intel_screen *intelScreen = sPriv->driverPrivate;

   dri_bufmgr_destroy(intelScreen->bufmgr);
   driDestroyOptionInfo(&intelScreen->optionCache);

   /* Some regions may still have references to them at this point, so
    * flush the hash table to prevent _mesa_DeleteHashTable() from
    * complaining about the hash not being empty; */
   _mesa_HashDeleteAll(intelScreen->named_regions, nop_callback, NULL);
   _mesa_DeleteHashTable(intelScreen->named_regions);

   free(intelScreen);
   sPriv->driverPrivate = NULL;
}
예제 #3
0
/**
 * Per-context free/clean-up for transform feedback.
 */
void
_mesa_free_transform_feedback(struct gl_context *ctx)
{
   /* core mesa expects this, even a dummy one, to be available */
   assert(ctx->Driver.NewTransformFeedback);

   _mesa_reference_buffer_object(ctx,
                                 &ctx->TransformFeedback.CurrentBuffer,
                                 NULL);

   /* Delete all feedback objects */
   _mesa_HashDeleteAll(ctx->TransformFeedback.Objects, delete_cb, ctx);
   _mesa_DeleteHashTable(ctx->TransformFeedback.Objects);

   /* Delete the default feedback object */
   assert(ctx->Driver.DeleteTransformFeedback);
   ctx->Driver.DeleteTransformFeedback(ctx,
                                       ctx->TransformFeedback.DefaultObject);

   ctx->TransformFeedback.CurrentObject = NULL;
}
예제 #4
0
파일: queryobj.c 프로젝트: mariuz/haiku
/**
 * Free the context state related to query objects.
 */
void
_mesa_free_query_data(GLcontext *ctx)
{
   _mesa_HashDeleteAll(ctx->Query.QueryObjects, delete_queryobj_cb, ctx);
   _mesa_DeleteHashTable(ctx->Query.QueryObjects);
}
예제 #5
0
/**
 * Free vertex array state for given context.
 */
void 
_mesa_free_varray_data(struct gl_context *ctx)
{
   _mesa_HashDeleteAll(ctx->Array.Objects, delete_arrayobj_cb, ctx);
   _mesa_DeleteHashTable(ctx->Array.Objects);
}
예제 #6
0
파일: shared.c 프로젝트: toastpp/toastpp
/**
 * Deallocate a shared state object and all children structures.
 *
 * \param ctx GL context.
 * \param shared shared state pointer.
 * 
 * Frees the display lists, the texture objects (calling the driver texture
 * deletion callback to free its private data) and the vertex programs, as well
 * as their hash tables.
 *
 * \sa alloc_shared_state().
 */
void
_mesa_free_shared_state(GLcontext *ctx, struct gl_shared_state *shared)
{
   GLuint i;

   /*
    * Free display lists
    */
   _mesa_HashDeleteAll(shared->DisplayList, delete_displaylist_cb, ctx);
   _mesa_DeleteHashTable(shared->DisplayList);

#if FEATURE_ARB_shader_objects
   _mesa_HashWalk(shared->ShaderObjects, free_shader_program_data_cb, ctx);
   _mesa_HashDeleteAll(shared->ShaderObjects, delete_shader_cb, ctx);
   _mesa_DeleteHashTable(shared->ShaderObjects);
#endif

   _mesa_HashDeleteAll(shared->Programs, delete_program_cb, ctx);
   _mesa_DeleteHashTable(shared->Programs);

   _mesa_HashDeleteAll(shared->ArrayObjects, delete_arrayobj_cb, ctx);
   _mesa_DeleteHashTable(shared->ArrayObjects);

#if FEATURE_ARB_vertex_program
   _mesa_reference_vertprog(ctx, &shared->DefaultVertexProgram, NULL);
#endif

#if FEATURE_ARB_fragment_program
   _mesa_reference_fragprog(ctx, &shared->DefaultFragmentProgram, NULL);
#endif

#if FEATURE_ATI_fragment_shader
   _mesa_HashDeleteAll(shared->ATIShaders, delete_fragshader_cb, ctx);
   _mesa_DeleteHashTable(shared->ATIShaders);
   _mesa_delete_ati_fragment_shader(ctx, shared->DefaultFragmentShader);
#endif

#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
   _mesa_HashDeleteAll(shared->BufferObjects, delete_bufferobj_cb, ctx);
   _mesa_DeleteHashTable(shared->BufferObjects);
#endif

#if FEATURE_EXT_framebuffer_object
   _mesa_HashDeleteAll(shared->FrameBuffers, delete_framebuffer_cb, ctx);
   _mesa_DeleteHashTable(shared->FrameBuffers);
   _mesa_HashDeleteAll(shared->RenderBuffers, delete_renderbuffer_cb, ctx);
   _mesa_DeleteHashTable(shared->RenderBuffers);
#endif

   /*
    * Free texture objects (after FBOs since some textures might have
    * been bound to FBOs).
    */
   ASSERT(ctx->Driver.DeleteTexture);
   /* the default textures */
   for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
      ctx->Driver.DeleteTexture(ctx, shared->DefaultTex[i]);
   }

   /* all other textures */
   _mesa_HashDeleteAll(shared->TexObjects, delete_texture_cb, ctx);
   _mesa_DeleteHashTable(shared->TexObjects);

   _glthread_DESTROY_MUTEX(shared->Mutex);
   _glthread_DESTROY_MUTEX(shared->TexMutex);

   _mesa_free(shared);
}
예제 #7
0
/**
 * Free pipeline state for given context.
 */
void
_mesa_free_pipeline_data(struct gl_context *ctx)
{
   _mesa_HashDeleteAll(ctx->Pipeline.Objects, delete_pipelineobj_cb, ctx);
   _mesa_DeleteHashTable(ctx->Pipeline.Objects);
}