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authorBrian Paul <brian.paul@tungstengraphics.com>2004-09-14 20:40:55 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2004-09-14 20:40:55 +0000
commitf18fc687071a71a6f821a779a83b435f80d55b64 (patch)
treef62b3ad5e4c86aeb85d54d542482349e6e639fe1 /src/mesa/main/mtypes.h
parentd84f09306cc0413b7a8d9529769daf9d69b68c3d (diff)
Repeatedly deleting a texture ID with glDeleteTextures() could lead to a crash.
Added a DeletePending flag to texture object struct to fix that. Other misc clean-ups.
Diffstat (limited to 'src/mesa/main/mtypes.h')
-rw-r--r--src/mesa/main/mtypes.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index ba32faad70..3e5c04415d 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -1147,6 +1147,7 @@ struct gl_texture_image {
struct gl_texture_object {
_glthread_Mutex Mutex; /**< for thread safety */
GLint RefCount; /**< reference count */
+ GLboolean DeletePending; /**< Has glDeleteTexture been called? */
GLuint Name; /**< an unsigned integer */
GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
GLfloat Priority; /**< in [0,1] */