/* * Copyright (c) 2021, Jesse Buhagiar * * SPDX-License-Identifier: BSD-2-Clause */ #include namespace GL { void NameAllocator::allocate(GLsizei count, GLuint* names) { for (auto i = 0; i < count; ++i) { if (!m_free_names.is_empty()) { names[i] = m_free_names.top(); m_free_names.pop(); } else { // We're out of free previously allocated names. Let's allocate a new contiguous amount from the // last known id names[i] = m_last_id++; } } } void NameAllocator::free(GLuint name) { m_free_names.push(name); } bool NameAllocator::has_allocated_name(GLuint name) const { return name < m_last_id && !m_free_names.contains_slow(name); } }