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

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  • Author : Jamie Madill
    Date : 2017-06-27 16:49:21
    Hash : 96a483bc
    Message : Add a ResourceMap class for faster GL resource maps. This gives a very fast query time for handles that are within a fixed range. For WebGL, where we don't allow create-on-bind, this will be 100% of the time, unless we create a very large number of resources. It is implemented as a two-tier map - the first uses a flat array to index into a handle buffer. The second tier uses a map for out-of- range values. BUG=angleproject:1458 Change-Id: I421bb3725cf523918cdfdbfaab035ad0dd3bf82d Reviewed-on: https://chromium-review.googlesource.com/544684 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • src/libANGLE/ResourceManager.h
  • //
    // 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.h : Defines the ResourceManager classes, which handle allocation and lifetime of
    // GL objects.
    
    #ifndef LIBANGLE_RESOURCEMANAGER_H_
    #define LIBANGLE_RESOURCEMANAGER_H_
    
    #include "angle_gl.h"
    #include "common/angleutils.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/HandleAllocator.h"
    #include "libANGLE/HandleRangeAllocator.h"
    #include "libANGLE/ResourceMap.h"
    
    namespace rx
    {
    class GLImplFactory;
    }
    
    namespace gl
    {
    class Buffer;
    struct Caps;
    class Context;
    class FenceSync;
    class Framebuffer;
    struct Limitations;
    class Path;
    class Program;
    class Renderbuffer;
    class Sampler;
    class Shader;
    class Texture;
    
    template <typename HandleAllocatorType>
    class ResourceManagerBase : angle::NonCopyable
    {
      public:
        ResourceManagerBase();
    
        void addRef();
        void release(const Context *context);
    
      protected:
        virtual void reset(const Context *context) = 0;
        virtual ~ResourceManagerBase() {}
    
        HandleAllocatorType mHandleAllocator;
    
      private:
        size_t mRefCount;
    };
    
    template <typename ResourceType, typename HandleAllocatorType, typename ImplT>
    class TypedResourceManager : public ResourceManagerBase<HandleAllocatorType>
    {
      public:
        TypedResourceManager() {}
    
        void deleteObject(const Context *context, GLuint handle);
        bool isHandleGenerated(GLuint handle) const
        {
            // Zero is always assumed to have been generated implicitly.
            return handle == 0 || mObjectMap.contains(handle);
        }
    
      protected:
        ~TypedResourceManager() override;
    
        // Inlined in the header for performance.
        template <typename... ArgTypes>
        ResourceType *checkObjectAllocation(rx::GLImplFactory *factory, GLuint handle, ArgTypes... args)
        {
            ResourceType *value = mObjectMap.query(handle);
            if (value)
            {
                return value;
            }
    
            if (handle == 0)
            {
                return nullptr;
            }
    
            ResourceType *object = ImplT::AllocateNewObject(factory, handle, args...);
    
            if (!mObjectMap.contains(handle))
            {
                this->mHandleAllocator.reserve(handle);
            }
            mObjectMap.assign(handle, object);
    
            return object;
        }
    
        void reset(const Context *context) override;
    
        ResourceMap<ResourceType> mObjectMap;
    };
    
    class BufferManager : public TypedResourceManager<Buffer, HandleAllocator, BufferManager>
    {
      public:
        GLuint createBuffer();
        Buffer *getBuffer(GLuint handle) const;
    
        Buffer *checkBufferAllocation(rx::GLImplFactory *factory, GLuint handle)
        {
            return checkObjectAllocation(factory, handle);
        }
    
        // TODO(jmadill): Investigate design which doesn't expose these methods publicly.
        static Buffer *AllocateNewObject(rx::GLImplFactory *factory, GLuint handle);
        static void DeleteObject(const Context *context, Buffer *buffer);
    
      protected:
        ~BufferManager() override {}
    };
    
    class ShaderProgramManager : public ResourceManagerBase<HandleAllocator>
    {
      public:
        GLuint createShader(rx::GLImplFactory *factory,
                            const Limitations &rendererLimitations,
                            GLenum type);
        void deleteShader(const Context *context, GLuint shader);
        Shader *getShader(GLuint handle) const;
    
        GLuint createProgram(rx::GLImplFactory *factory);
        void deleteProgram(const Context *context, GLuint program);
        Program *getProgram(GLuint handle) const;
    
      protected:
        ~ShaderProgramManager() override;
    
      private:
        template <typename ObjectType>
        void deleteObject(const Context *context, ResourceMap<ObjectType> *objectMap, GLuint id);
    
        void reset(const Context *context) override;
    
        ResourceMap<Shader> mShaders;
        ResourceMap<Program> mPrograms;
    };
    
    class TextureManager : public TypedResourceManager<Texture, HandleAllocator, TextureManager>
    {
      public:
        GLuint createTexture();
        Texture *getTexture(GLuint handle) const;
    
        void invalidateTextureComplenessCache() const;
    
        Texture *checkTextureAllocation(rx::GLImplFactory *factory, GLuint handle, GLenum target)
        {
            return checkObjectAllocation(factory, handle, target);
        }
    
        static Texture *AllocateNewObject(rx::GLImplFactory *factory, GLuint handle, GLenum target);
        static void DeleteObject(const Context *context, Texture *texture);
    
      protected:
        ~TextureManager() override {}
    };
    
    class RenderbufferManager
        : public TypedResourceManager<Renderbuffer, HandleAllocator, RenderbufferManager>
    {
      public:
        GLuint createRenderbuffer();
        Renderbuffer *getRenderbuffer(GLuint handle);
    
        Renderbuffer *checkRenderbufferAllocation(rx::GLImplFactory *factory, GLuint handle)
        {
            return checkObjectAllocation(factory, handle);
        }
    
        static Renderbuffer *AllocateNewObject(rx::GLImplFactory *factory, GLuint handle);
        static void DeleteObject(const Context *context, Renderbuffer *renderbuffer);
    
      protected:
        ~RenderbufferManager() override {}
    };
    
    class SamplerManager : public TypedResourceManager<Sampler, HandleAllocator, SamplerManager>
    {
      public:
        GLuint createSampler();
        Sampler *getSampler(GLuint handle);
        bool isSampler(GLuint sampler);
    
        Sampler *checkSamplerAllocation(rx::GLImplFactory *factory, GLuint handle)
        {
            return checkObjectAllocation(factory, handle);
        }
    
        static Sampler *AllocateNewObject(rx::GLImplFactory *factory, GLuint handle);
        static void DeleteObject(const Context *context, Sampler *sampler);
    
      protected:
        ~SamplerManager() override {}
    };
    
    class FenceSyncManager : public TypedResourceManager<FenceSync, HandleAllocator, FenceSyncManager>
    {
      public:
        GLuint createFenceSync(rx::GLImplFactory *factory);
        FenceSync *getFenceSync(GLuint handle);
    
        static void DeleteObject(const Context *context, FenceSync *fenceSync);
    
      protected:
        ~FenceSyncManager() override {}
    };
    
    class PathManager : public ResourceManagerBase<HandleRangeAllocator>
    {
      public:
        ErrorOrResult<GLuint> createPaths(rx::GLImplFactory *factory, GLsizei range);
        void deletePaths(GLuint first, GLsizei range);
        Path *getPath(GLuint handle) const;
        bool hasPath(GLuint handle) const;
    
      protected:
        ~PathManager() override;
        void reset(const Context *context) override;
    
      private:
        ResourceMap<Path> mPaths;
    };
    
    class FramebufferManager
        : public TypedResourceManager<Framebuffer, HandleAllocator, FramebufferManager>
    {
      public:
        GLuint createFramebuffer();
        Framebuffer *getFramebuffer(GLuint handle) const;
        void setDefaultFramebuffer(Framebuffer *framebuffer);
    
        void invalidateFramebufferComplenessCache() const;
    
        Framebuffer *checkFramebufferAllocation(rx::GLImplFactory *factory,
                                                const Caps &caps,
                                                GLuint handle)
        {
            return checkObjectAllocation<const Caps &>(factory, handle, caps);
        }
    
        static Framebuffer *AllocateNewObject(rx::GLImplFactory *factory,
                                              GLuint handle,
                                              const Caps &caps);
        static void DeleteObject(const Context *context, Framebuffer *framebuffer);
    
      protected:
        ~FramebufferManager() override {}
    };
    
    }  // namespace gl
    
    #endif // LIBANGLE_RESOURCEMANAGER_H_