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@ -1270,11 +1270,16 @@ release_texture(TextureContext *tc) {
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_texturing_state = 0; // just in case
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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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if (gltex->allocated_buffer != NULL) {
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nassertv(gltex->num_levels != 0);
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TinyTextureContext::get_class_type().dec_memory_usage(TypeHandle::MC_array, gltex->total_bytecount);
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gl_free(gltex->allocated_buffer);
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gltex->allocated_buffer = NULL;
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gltex->total_bytecount = 0;
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gltex->num_levels = 0;
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} else {
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nassertv(gltex->num_levels == 0);
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}
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gltex->num_levels = 0;
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gtc->dequeue_lru();
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@ -1857,31 +1862,44 @@ setup_gltex(GLTexture *gltex, int x_size, int y_size, int num_levels) {
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return false;
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}
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num_levels = min(num_levels, MAX_MIPMAP_LEVELS);
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gltex->xsize = x_size;
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gltex->ysize = y_size;
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gltex->s_max = 1 << (s_bits + ZB_POINT_ST_FRAC_BITS);
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gltex->t_max = 1 << (t_bits + ZB_POINT_ST_FRAC_BITS);
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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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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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int total_bytecount = 0;
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// Count up the total bytes required for all mipmap levels.
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{
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int x = x_size;
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int y = y_size;
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for (int level = 0; level < num_levels; ++level) {
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int bytecount = x * y * 4;
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total_bytecount += bytecount;
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x = max((x >> 1), 1);
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y = max((y >> 1), 1);
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}
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}
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if (gltex->total_bytecount != total_bytecount) {
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gl_free(gltex->allocated_buffer);
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TinyTextureContext::get_class_type().dec_memory_usage(TypeHandle::MC_array, gltex->total_bytecount);
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gltex->allocated_buffer = (void *)gl_malloc(total_bytecount);
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gltex->total_bytecount = total_bytecount;
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TinyTextureContext::get_class_type().inc_memory_usage(TypeHandle::MC_array, total_bytecount);
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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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char *end_of_buffer = next_buffer + total_bytecount;
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int level = 0;
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ZTextureLevel *dest = NULL;
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@ -23,6 +23,8 @@ 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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_gltex.allocated_buffer = NULL;
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_gltex.total_bytecount = 0;
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}
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////////////////////////////////////////////////////////////////////
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@ -32,7 +34,7 @@ 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.num_levels == 0);
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nassertv(_gltex.num_levels == 0 && _gltex.allocated_buffer == NULL && _gltex.total_bytecount == 0);
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}
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////////////////////////////////////////////////////////////////////
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@ -36,11 +36,17 @@ void TinyTextureContext::
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evict_lru() {
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dequeue_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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_gltex.levels[i].pixmap = NULL;
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GLTexture *gltex = &_gltex;
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if (gltex->allocated_buffer != NULL) {
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nassertv(gltex->num_levels != 0);
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TinyTextureContext::get_class_type().dec_memory_usage(TypeHandle::MC_array, gltex->total_bytecount);
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gl_free(gltex->allocated_buffer);
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gltex->allocated_buffer = NULL;
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gltex->total_bytecount = 0;
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gltex->num_levels = 0;
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} else {
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nassertv(gltex->num_levels == 0);
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}
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_gltex.num_levels = 0;
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set_resident(false);
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}
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