+ pthread_mutex_lock(&lock);
+ // See if there's a texture on the freelist we can use.
+ for (list<GLuint>::iterator freelist_it = texture_freelist.begin();
+ freelist_it != texture_freelist.end();
+ ++freelist_it) {
+ GLuint texture_num = *freelist_it;
+ map<GLuint, Texture2D>::const_iterator format_it = texture_formats.find(texture_num);
+ assert(format_it != texture_formats.end());
+ if (format_it->second.internal_format == internal_format &&
+ format_it->second.width == width &&
+ format_it->second.height == height) {
+ texture_freelist_bytes -= estimate_texture_size(format_it->second);
+ texture_freelist.erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return texture_num;
+ }
+ }
+