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@ -1272,11 +1272,9 @@ release_texture(TextureContext *tc) {
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GLTexture *gltex = >c->_gltex;
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for (int i = 0; i < gltex->num_levels; ++i) {
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gl_free(gltex->levels[i].pixmap);
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gltex->levels[i].pixmap = NULL;
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}
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if (gltex->levels != NULL) {
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gl_free(gltex->levels);
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gltex->levels = NULL;
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}
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gltex->num_levels = 0;
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gtc->dequeue_lru();
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@ -1867,21 +1865,32 @@ setup_gltex(GLTexture *gltex, int x_size, int y_size, int num_levels) {
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for (int i = 0; i < gltex->num_levels; ++i) {
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gl_free(gltex->levels[i].pixmap);
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}
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if (gltex->levels != NULL) {
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gl_free(gltex->levels);
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gltex->levels = NULL;
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gltex->levels[i].pixmap = NULL;
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}
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gltex->levels = (ZTextureLevel *)gl_malloc(sizeof(ZTextureLevel) * MAX_MIPMAP_LEVELS);
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gltex->num_levels = num_levels;
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// We allocate one big buffer, large enough to include all the
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// mipmap levels, and index into that buffer for each level. This
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// cuts down on the number of individual alloc calls we have to make
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// for each texture.
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gltex->total_bytecount = (x_size * y_size * 4);
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if (num_levels > 1) {
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gltex->total_bytecount = (gltex->total_bytecount * 4 + 3) / 3;
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}
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gltex->allocated_buffer = (void *)gl_malloc(gltex->total_bytecount);
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char *next_buffer = (char *)gltex->allocated_buffer;
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char *end_of_buffer = next_buffer + gltex->total_bytecount;
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int level = 0;
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ZTextureLevel *dest = NULL;
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while (level < num_levels) {
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dest = &gltex->levels[level];
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int bytecount = x_size * y_size * 4;
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dest->pixmap = (PIXEL *)gl_malloc(bytecount);
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dest->pixmap = (PIXEL *)next_buffer;
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next_buffer += bytecount;
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nassertr(next_buffer <= end_of_buffer, false);
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dest->s_mask = (1 << (s_bits + ZB_POINT_ST_FRAC_BITS)) - (1 << ZB_POINT_ST_FRAC_BITS);
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dest->t_mask = (1 << (t_bits + ZB_POINT_ST_FRAC_BITS)) - (1 << ZB_POINT_ST_FRAC_BITS);
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@ -22,6 +22,7 @@ INLINE TinyTextureContext::
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TinyTextureContext(PreparedGraphicsObjects *pgo, Texture *tex) :
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TextureContext(pgo, tex), SimpleLruPage(0)
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{
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_gltex.num_levels = 0;
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}
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////////////////////////////////////////////////////////////////////
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@ -31,7 +32,7 @@ TinyTextureContext(PreparedGraphicsObjects *pgo, Texture *tex) :
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////////////////////////////////////////////////////////////////////
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INLINE TinyTextureContext::
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~TinyTextureContext() {
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nassertv(_gltex.levels == NULL);
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nassertv(_gltex.num_levels == 0);
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}
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////////////////////////////////////////////////////////////////////
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@ -38,10 +38,7 @@ evict_lru() {
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for (int i = 0; i < _gltex.num_levels; ++i) {
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gl_free(_gltex.levels[i].pixmap);
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}
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if (_gltex.levels != NULL) {
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gl_free(_gltex.levels);
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_gltex.levels = NULL;
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_gltex.levels[i].pixmap = NULL;
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}
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_gltex.num_levels = 0;
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@ -115,10 +115,13 @@ typedef struct GLVertex {
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/* The combination of all mipmap levels: one complete texture. */
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typedef struct GLTexture {
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ZTextureLevel *levels;
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ZTextureLevel levels[MAX_MIPMAP_LEVELS];
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int num_levels;
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int xsize, ysize;
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int s_max, t_max;
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void *allocated_buffer;
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int total_bytecount;
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} GLTexture;
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struct GLContext;
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