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kc3-lang/angle/src/libGLESv2/ResourceManager.h

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  • Author : daniel@transgaming.com
    Date : 2011-05-11 15:36:45
    Hash : d4a35179
    Message : Apply vertex textures and sampler states to the D3D9 device. Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@639 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/ResourceManager.h
  • //
    // Copyright (c) 2002-2010 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.h : Defines the ResourceManager class, which tracks objects
    // shared by multiple GL contexts.
    
    #ifndef LIBGLESV2_RESOURCEMANAGER_H_
    #define LIBGLESV2_RESOURCEMANAGER_H_
    
    #define GL_APICALL
    #include <GLES2/gl2.h>
    
    #include <hash_map>
    
    #include "common/angleutils.h"
    #include "libGLESv2/HandleAllocator.h"
    
    namespace gl
    {
    class Buffer;
    class Shader;
    class Program;
    class Texture;
    class Renderbuffer;
    
    enum TextureType
    {
        TEXTURE_2D,
        TEXTURE_CUBE,
    
        TEXTURE_TYPE_COUNT,
        TEXTURE_UNKNOWN
    };
    
    enum SamplerType
    {
        SAMPLER_PIXEL,
        SAMPLER_VERTEX
    };
    
    class ResourceManager
    {
      public:
        ResourceManager();
        ~ResourceManager();
    
        void addRef();
        void release();
    
        GLuint createBuffer();
        GLuint createShader(GLenum type);
        GLuint createProgram();
        GLuint createTexture();
        GLuint createRenderbuffer();
    
        void deleteBuffer(GLuint buffer);
        void deleteShader(GLuint shader);
        void deleteProgram(GLuint program);
        void deleteTexture(GLuint texture);
        void deleteRenderbuffer(GLuint renderbuffer);
    
        Buffer *getBuffer(GLuint handle);
        Shader *getShader(GLuint handle);
        Program *getProgram(GLuint handle);
        Texture *getTexture(GLuint handle);
        Renderbuffer *getRenderbuffer(GLuint handle);
        
        void setRenderbuffer(GLuint handle, Renderbuffer *renderbuffer);
    
        void checkBufferAllocation(unsigned int buffer);
        void checkTextureAllocation(GLuint texture, TextureType type);
        void checkRenderbufferAllocation(GLuint renderbuffer);
    
      private:
        DISALLOW_COPY_AND_ASSIGN(ResourceManager);
    
        std::size_t mRefCount;
    
        typedef stdext::hash_map<GLuint, Buffer*> BufferMap;
        BufferMap mBufferMap;
        HandleAllocator mBufferHandleAllocator;
    
        typedef stdext::hash_map<GLuint, Shader*> ShaderMap;
        ShaderMap mShaderMap;
    
        typedef stdext::hash_map<GLuint, Program*> ProgramMap;
        ProgramMap mProgramMap;
        HandleAllocator mProgramShaderHandleAllocator;
    
        typedef stdext::hash_map<GLuint, Texture*> TextureMap;
        TextureMap mTextureMap;
        HandleAllocator mTextureHandleAllocator;
    
        typedef stdext::hash_map<GLuint, Renderbuffer*> RenderbufferMap;
        RenderbufferMap mRenderbufferMap;
        HandleAllocator mRenderbufferHandleAllocator;
    };
    
    }
    
    #endif // LIBGLESV2_RESOURCEMANAGER_H_