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kc3-lang/angle/src/libANGLE/ResourceManager.cpp

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  • Author : Corentin Wallez
    Date : 2018-02-27 15:17:10
    Hash : 99d492c2
    Message : Use packed enums for the texture types and targets, part 2 This completes the refactor by using the packed enums in the gl:: layer and in the backends. The packed enum code generation is modified to support explicitly assigning values to the packed enums so that the TextureTarget cube map faces are in the correct order and easy to iterate over. BUG=angleproject:2169 Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04 Reviewed-on: https://chromium-review.googlesource.com/939994 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/ResourceManager.cpp
  • //
    // Copyright (c) 2002-2016 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // ResourceManager.cpp: Implements the the ResourceManager classes, which handle allocation and
    // lifetime of GL objects.
    
    #include "libANGLE/ResourceManager.h"
    
    #include "libANGLE/Buffer.h"
    #include "libANGLE/Fence.h"
    #include "libANGLE/Path.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/ProgramPipeline.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/Sampler.h"
    #include "libANGLE/Shader.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    
    namespace gl
    {
    
    namespace
    {
    
    template <typename ResourceType>
    GLuint AllocateEmptyObject(HandleAllocator *handleAllocator, ResourceMap<ResourceType> *objectMap)
    {
        GLuint handle = handleAllocator->allocate();
        objectMap->assign(handle, nullptr);
        return handle;
    }
    
    }  // anonymous namespace
    
    template <typename HandleAllocatorType>
    ResourceManagerBase<HandleAllocatorType>::ResourceManagerBase() : mRefCount(1)
    {
    }
    
    template <typename HandleAllocatorType>
    void ResourceManagerBase<HandleAllocatorType>::addRef()
    {
        mRefCount++;
    }
    
    template <typename HandleAllocatorType>
    void ResourceManagerBase<HandleAllocatorType>::release(const Context *context)
    {
        if (--mRefCount == 0)
        {
            reset(context);
            delete this;
        }
    }
    
    template <typename ResourceType, typename HandleAllocatorType, typename ImplT>
    TypedResourceManager<ResourceType, HandleAllocatorType, ImplT>::~TypedResourceManager()
    {
        ASSERT(mObjectMap.empty());
    }
    
    template <typename ResourceType, typename HandleAllocatorType, typename ImplT>
    void TypedResourceManager<ResourceType, HandleAllocatorType, ImplT>::reset(const Context *context)
    {
        this->mHandleAllocator.reset();
        for (const auto &resource : mObjectMap)
        {
            if (resource.second)
            {
                ImplT::DeleteObject(context, resource.second);
            }
        }
        mObjectMap.clear();
    }
    
    template <typename ResourceType, typename HandleAllocatorType, typename ImplT>
    void TypedResourceManager<ResourceType, HandleAllocatorType, ImplT>::deleteObject(
        const Context *context,
        GLuint handle)
    {
        ResourceType *resource = nullptr;
        if (!mObjectMap.erase(handle, &resource))
        {
            return;
        }
    
        // Requires an explicit this-> because of C++ template rules.
        this->mHandleAllocator.release(handle);
    
        if (resource)
        {
            ImplT::DeleteObject(context, resource);
        }
    }
    
    template class ResourceManagerBase<HandleAllocator>;
    template class ResourceManagerBase<HandleRangeAllocator>;
    template class TypedResourceManager<Buffer, HandleAllocator, BufferManager>;
    template class TypedResourceManager<Texture, HandleAllocator, TextureManager>;
    template class TypedResourceManager<Renderbuffer, HandleAllocator, RenderbufferManager>;
    template class TypedResourceManager<Sampler, HandleAllocator, SamplerManager>;
    template class TypedResourceManager<Sync, HandleAllocator, SyncManager>;
    template class TypedResourceManager<Framebuffer, HandleAllocator, FramebufferManager>;
    template class TypedResourceManager<ProgramPipeline, HandleAllocator, ProgramPipelineManager>;
    
    // BufferManager Implementation.
    
    // static
    Buffer *BufferManager::AllocateNewObject(rx::GLImplFactory *factory, GLuint handle)
    {
        Buffer *buffer = new Buffer(factory, handle);
        buffer->addRef();
        return buffer;
    }
    
    // static
    void BufferManager::DeleteObject(const Context *context, Buffer *buffer)
    {
        buffer->release(context);
    }
    
    GLuint BufferManager::createBuffer()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    Buffer *BufferManager::getBuffer(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    // ShaderProgramManager Implementation.
    
    ShaderProgramManager::ShaderProgramManager()
    {
    }
    
    ShaderProgramManager::~ShaderProgramManager()
    {
        ASSERT(mPrograms.empty());
        ASSERT(mShaders.empty());
    }
    
    void ShaderProgramManager::reset(const Context *context)
    {
        while (!mPrograms.empty())
        {
            deleteProgram(context, mPrograms.begin()->first);
        }
        mPrograms.clear();
        while (!mShaders.empty())
        {
            deleteShader(context, mShaders.begin()->first);
        }
        mShaders.clear();
    }
    
    GLuint ShaderProgramManager::createShader(rx::GLImplFactory *factory,
                                              const gl::Limitations &rendererLimitations,
                                              GLenum type)
    {
        ASSERT(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER || type == GL_COMPUTE_SHADER ||
               type == GL_GEOMETRY_SHADER_EXT);
        GLuint handle    = mHandleAllocator.allocate();
        mShaders.assign(handle, new Shader(this, factory, rendererLimitations, type, handle));
        return handle;
    }
    
    void ShaderProgramManager::deleteShader(const Context *context, GLuint shader)
    {
        deleteObject(context, &mShaders, shader);
    }
    
    Shader *ShaderProgramManager::getShader(GLuint handle) const
    {
        return mShaders.query(handle);
    }
    
    GLuint ShaderProgramManager::createProgram(rx::GLImplFactory *factory)
    {
        GLuint handle = mHandleAllocator.allocate();
        mPrograms.assign(handle, new Program(factory, this, handle));
        return handle;
    }
    
    void ShaderProgramManager::deleteProgram(const gl::Context *context, GLuint program)
    {
        deleteObject(context, &mPrograms, program);
    }
    
    Program *ShaderProgramManager::getProgram(GLuint handle) const
    {
        return mPrograms.query(handle);
    }
    
    template <typename ObjectType>
    void ShaderProgramManager::deleteObject(const Context *context,
                                            ResourceMap<ObjectType> *objectMap,
                                            GLuint id)
    {
        ObjectType *object = objectMap->query(id);
        if (!object)
        {
            return;
        }
    
        if (object->getRefCount() == 0)
        {
            mHandleAllocator.release(id);
            object->onDestroy(context);
            objectMap->erase(id, &object);
        }
        else
        {
            object->flagForDeletion();
        }
    }
    
    // TextureManager Implementation.
    
    // static
    Texture *TextureManager::AllocateNewObject(rx::GLImplFactory *factory,
                                               GLuint handle,
                                               TextureType type)
    {
        Texture *texture = new Texture(factory, handle, type);
        texture->addRef();
        return texture;
    }
    
    // static
    void TextureManager::DeleteObject(const Context *context, Texture *texture)
    {
        texture->release(context);
    }
    
    GLuint TextureManager::createTexture()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    Texture *TextureManager::getTexture(GLuint handle) const
    {
        ASSERT(mObjectMap.query(0) == nullptr);
        return mObjectMap.query(handle);
    }
    
    void TextureManager::signalAllTexturesDirty(const Context *context) const
    {
        for (const auto &texture : mObjectMap)
        {
            if (texture.second)
            {
                // We don't know if the Texture needs init, but that's ok, since it will only force
                // a re-check, and will not initialize the pixels if it's not needed.
                texture.second->signalDirty(context, InitState::MayNeedInit);
            }
        }
    }
    
    void TextureManager::enableHandleAllocatorLogging()
    {
        mHandleAllocator.enableLogging(true);
    }
    
    // RenderbufferManager Implementation.
    
    // static
    Renderbuffer *RenderbufferManager::AllocateNewObject(rx::GLImplFactory *factory, GLuint handle)
    {
        Renderbuffer *renderbuffer = new Renderbuffer(factory, handle);
        renderbuffer->addRef();
        return renderbuffer;
    }
    
    // static
    void RenderbufferManager::DeleteObject(const Context *context, Renderbuffer *renderbuffer)
    {
        renderbuffer->release(context);
    }
    
    GLuint RenderbufferManager::createRenderbuffer()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    Renderbuffer *RenderbufferManager::getRenderbuffer(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    // SamplerManager Implementation.
    
    // static
    Sampler *SamplerManager::AllocateNewObject(rx::GLImplFactory *factory, GLuint handle)
    {
        Sampler *sampler = new Sampler(factory, handle);
        sampler->addRef();
        return sampler;
    }
    
    // static
    void SamplerManager::DeleteObject(const Context *context, Sampler *sampler)
    {
        sampler->release(context);
    }
    
    GLuint SamplerManager::createSampler()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    Sampler *SamplerManager::getSampler(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    bool SamplerManager::isSampler(GLuint sampler) const
    {
        return mObjectMap.contains(sampler);
    }
    
    // SyncManager Implementation.
    
    // static
    void SyncManager::DeleteObject(const Context *context, Sync *sync)
    {
        sync->release(context);
    }
    
    GLuint SyncManager::createSync(rx::GLImplFactory *factory)
    {
        GLuint handle = mHandleAllocator.allocate();
        Sync *sync    = new Sync(factory->createSync(), handle);
        sync->addRef();
        mObjectMap.assign(handle, sync);
        return handle;
    }
    
    Sync *SyncManager::getSync(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    // PathManager Implementation.
    
    PathManager::PathManager()
    {
    }
    
    ErrorOrResult<GLuint> PathManager::createPaths(rx::GLImplFactory *factory, GLsizei range)
    {
        // Allocate client side handles.
        const GLuint client = mHandleAllocator.allocateRange(static_cast<GLuint>(range));
        if (client == HandleRangeAllocator::kInvalidHandle)
            return OutOfMemory() << "Failed to allocate path handle range.";
    
        const auto &paths = factory->createPaths(range);
        if (paths.empty())
        {
            mHandleAllocator.releaseRange(client, range);
            return OutOfMemory() << "Failed to allocate path objects.";
        }
    
        for (GLsizei i = 0; i < range; ++i)
        {
            rx::PathImpl *impl = paths[static_cast<unsigned>(i)];
            const auto id   = client + i;
            mPaths.assign(id, new Path(impl));
        }
        return client;
    }
    
    void PathManager::deletePaths(GLuint first, GLsizei range)
    {
        for (GLsizei i = 0; i < range; ++i)
        {
            const auto id = first + i;
            Path *p       = nullptr;
            if (!mPaths.erase(id, &p))
                continue;
            delete p;
        }
        mHandleAllocator.releaseRange(first, static_cast<GLuint>(range));
    }
    
    Path *PathManager::getPath(GLuint handle) const
    {
        return mPaths.query(handle);
    }
    
    bool PathManager::hasPath(GLuint handle) const
    {
        return mHandleAllocator.isUsed(handle);
    }
    
    PathManager::~PathManager()
    {
        ASSERT(mPaths.empty());
    }
    
    void PathManager::reset(const Context *context)
    {
        for (auto path : mPaths)
        {
            SafeDelete(path.second);
        }
        mPaths.clear();
    }
    
    // FramebufferManager Implementation.
    
    // static
    Framebuffer *FramebufferManager::AllocateNewObject(rx::GLImplFactory *factory,
                                                       GLuint handle,
                                                       const Caps &caps)
    {
        return new Framebuffer(caps, factory, handle);
    }
    
    // static
    void FramebufferManager::DeleteObject(const Context *context, Framebuffer *framebuffer)
    {
        // Default framebuffer are owned by their respective Surface
        if (framebuffer->id() != 0)
        {
            framebuffer->onDestroy(context);
            delete framebuffer;
        }
    }
    
    GLuint FramebufferManager::createFramebuffer()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    Framebuffer *FramebufferManager::getFramebuffer(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    void FramebufferManager::setDefaultFramebuffer(Framebuffer *framebuffer)
    {
        ASSERT(framebuffer == nullptr || framebuffer->id() == 0);
        mObjectMap.assign(0, framebuffer);
    }
    
    void FramebufferManager::invalidateFramebufferComplenessCache() const
    {
        for (const auto &framebuffer : mObjectMap)
        {
            if (framebuffer.second)
            {
                framebuffer.second->invalidateCompletenessCache();
            }
        }
    }
    
    // ProgramPipelineManager Implementation.
    
    // static
    ProgramPipeline *ProgramPipelineManager::AllocateNewObject(rx::GLImplFactory *factory,
                                                               GLuint handle)
    {
        ProgramPipeline *pipeline = new ProgramPipeline(factory, handle);
        pipeline->addRef();
        return pipeline;
    }
    
    // static
    void ProgramPipelineManager::DeleteObject(const Context *context, ProgramPipeline *pipeline)
    {
        pipeline->release(context);
    }
    
    GLuint ProgramPipelineManager::createProgramPipeline()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    ProgramPipeline *ProgramPipelineManager::getProgramPipeline(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    }  // namespace gl