Пример #1
0
/**
 * Delete a set of array objects.
 * 
 * \param n      Number of array objects to delete.
 * \param ids    Array of \c n array object IDs.
 */
void GLAPIENTRY
_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
{
   GET_CURRENT_CONTEXT(ctx);
   GLsizei i;
   ASSERT_OUTSIDE_BEGIN_END(ctx);

   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
      return;
   }

   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);

   for (i = 0; i < n; i++) {
      struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);

      if ( obj != NULL ) {
	 ASSERT( obj->Name == ids[i] );


	 /* If the array object is currently bound, the spec says "the binding
	  * for that object reverts to zero and the default vertex array
	  * becomes current."
	  */
	 if ( obj == ctx->Array.ArrayObj ) {
	    CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
	 }

#if FEATURE_ARB_vertex_buffer_object
	 /* Unbind any buffer objects that might be bound to arrays in
	  * this array object.
	  */
	 unbind_buffer_object( ctx, obj->Vertex.BufferObj );
	 unbind_buffer_object( ctx, obj->Normal.BufferObj );
	 unbind_buffer_object( ctx, obj->Color.BufferObj );
	 unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
	 unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
	 unbind_buffer_object( ctx, obj->Index.BufferObj );
	 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
	    unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
	 }
	 unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
	 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
	    unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
	 }
#endif

	 /* The ID is immediately freed for re-use */
	 _mesa_remove_array_object(ctx, obj);
	 ctx->Driver.DeleteArrayObject(ctx, obj);
      }
   }

   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}
Пример #2
0
/**
 * Delete a set of array objects.
 * 
 * \param n      Number of array objects to delete.
 * \param ids    Array of \c n array object IDs.
 */
void GLAPIENTRY
_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
{
   GET_CURRENT_CONTEXT(ctx);
   GLsizei i;
   ASSERT_OUTSIDE_BEGIN_END(ctx);

   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
      return;
   }

   for (i = 0; i < n; i++) {
      struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);

      if ( obj != NULL ) {
	 ASSERT( obj->Name == ids[i] );

	 /* If the array object is currently bound, the spec says "the binding
	  * for that object reverts to zero and the default vertex array
	  * becomes current."
	  */
	 if ( obj == ctx->Array.ArrayObj ) {
	    CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
	 }

	 /* The ID is immediately freed for re-use */
	 remove_array_object(ctx, obj);

         /* Unreference the array object. 
          * If refcount hits zero, the object will be deleted.
          */
         _mesa_reference_array_object(ctx, &obj, NULL);
      }
   }
}