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

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  • Author : Jamie Madill
    Date : 2015-03-20 15:29:42
    Hash : bdd419f9
    Message : Fix ResourceManager create-on-bind reallocations. *re-land with build fix for Clang* We had a funny bug where the Handle Allocator would re-allocate reserved handles after the app layer creates one with Bind rather than using Gen. This affects Textures, Buffers and Renderbuffers. Fix this by using a different allocation scheme. It should still be fast on the "good" case (using Gen) and use tree lookups on the bind case. Also add some unit tests. BUG=angleproject:942 Change-Id: I63ce608fcd6a11f92e2b5421f090551934e729ed Reviewed-on: https://chromium-review.googlesource.com/261591 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/ResourceManager.cpp
  • //
    // Copyright (c) 2002-2013 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 gl::ResourceManager class, which tracks and 
    // retrieves objects which may be shared by multiple Contexts.
    
    #include "libANGLE/ResourceManager.h"
    
    #include "libANGLE/Buffer.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/Shader.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/Sampler.h"
    #include "libANGLE/Fence.h"
    #include "libANGLE/renderer/Renderer.h"
    
    namespace gl
    {
    ResourceManager::ResourceManager(rx::ImplFactory *factory)
        : mFactory(factory),
          mRefCount(1)
    {
    }
    
    ResourceManager::~ResourceManager()
    {
        while (!mBufferMap.empty())
        {
            deleteBuffer(mBufferMap.begin()->first);
        }
    
        while (!mProgramMap.empty())
        {
            deleteProgram(mProgramMap.begin()->first);
        }
    
        while (!mShaderMap.empty())
        {
            deleteShader(mShaderMap.begin()->first);
        }
    
        while (!mRenderbufferMap.empty())
        {
            deleteRenderbuffer(mRenderbufferMap.begin()->first);
        }
    
        while (!mTextureMap.empty())
        {
            deleteTexture(mTextureMap.begin()->first);
        }
    
        while (!mSamplerMap.empty())
        {
            deleteSampler(mSamplerMap.begin()->first);
        }
    
        while (!mFenceSyncMap.empty())
        {
            deleteFenceSync(mFenceSyncMap.begin()->first);
        }
    }
    
    void ResourceManager::addRef()
    {
        mRefCount++;
    }
    
    void ResourceManager::release()
    {
        if (--mRefCount == 0)
        {
            delete this;
        }
    }
    
    // Returns an unused buffer name
    GLuint ResourceManager::createBuffer()
    {
        GLuint handle = mBufferHandleAllocator.allocate();
    
        mBufferMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused shader/program name
    GLuint ResourceManager::createShader(const gl::Data &data, GLenum type)
    {
        GLuint handle = mProgramShaderHandleAllocator.allocate();
    
        if (type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER)
        {
            mShaderMap[handle] = new Shader(this, mFactory->createShader(type), type, handle);
        }
        else UNREACHABLE();
    
        return handle;
    }
    
    // Returns an unused program/shader name
    GLuint ResourceManager::createProgram()
    {
        GLuint handle = mProgramShaderHandleAllocator.allocate();
    
        mProgramMap[handle] = new Program(mFactory->createProgram(), this, handle);
    
        return handle;
    }
    
    // Returns an unused texture name
    GLuint ResourceManager::createTexture()
    {
        GLuint handle = mTextureHandleAllocator.allocate();
    
        mTextureMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused renderbuffer name
    GLuint ResourceManager::createRenderbuffer()
    {
        GLuint handle = mRenderbufferHandleAllocator.allocate();
    
        mRenderbufferMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused sampler name
    GLuint ResourceManager::createSampler()
    {
        GLuint handle = mSamplerHandleAllocator.allocate();
    
        mSamplerMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns the next unused fence name, and allocates the fence
    GLuint ResourceManager::createFenceSync()
    {
        GLuint handle = mFenceSyncHandleAllocator.allocate();
    
        FenceSync *fenceSync = new FenceSync(mFactory->createFenceSync(), handle);
        fenceSync->addRef();
        mFenceSyncMap[handle] = fenceSync;
    
        return handle;
    }
    
    void ResourceManager::deleteBuffer(GLuint buffer)
    {
        BufferMap::iterator bufferObject = mBufferMap.find(buffer);
    
        if (bufferObject != mBufferMap.end())
        {
            mBufferHandleAllocator.release(bufferObject->first);
            if (bufferObject->second) bufferObject->second->release();
            mBufferMap.erase(bufferObject);
        }
    }
    
    void ResourceManager::deleteShader(GLuint shader)
    {
        ShaderMap::iterator shaderObject = mShaderMap.find(shader);
    
        if (shaderObject != mShaderMap.end())
        {
            if (shaderObject->second->getRefCount() == 0)
            {
                mProgramShaderHandleAllocator.release(shaderObject->first);
                delete shaderObject->second;
                mShaderMap.erase(shaderObject);
            }
            else
            {
                shaderObject->second->flagForDeletion();
            }
        }
    }
    
    void ResourceManager::deleteProgram(GLuint program)
    {
        ProgramMap::iterator programObject = mProgramMap.find(program);
    
        if (programObject != mProgramMap.end())
        {
            if (programObject->second->getRefCount() == 0)
            {
                mProgramShaderHandleAllocator.release(programObject->first);
                delete programObject->second;
                mProgramMap.erase(programObject);
            }
            else
            { 
                programObject->second->flagForDeletion();
            }
        }
    }
    
    void ResourceManager::deleteTexture(GLuint texture)
    {
        TextureMap::iterator textureObject = mTextureMap.find(texture);
    
        if (textureObject != mTextureMap.end())
        {
            mTextureHandleAllocator.release(textureObject->first);
            if (textureObject->second) textureObject->second->release();
            mTextureMap.erase(textureObject);
        }
    }
    
    void ResourceManager::deleteRenderbuffer(GLuint renderbuffer)
    {
        RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer);
    
        if (renderbufferObject != mRenderbufferMap.end())
        {
            mRenderbufferHandleAllocator.release(renderbufferObject->first);
            if (renderbufferObject->second) renderbufferObject->second->release();
            mRenderbufferMap.erase(renderbufferObject);
        }
    }
    
    void ResourceManager::deleteSampler(GLuint sampler)
    {
        auto samplerObject = mSamplerMap.find(sampler);
    
        if (samplerObject != mSamplerMap.end())
        {
            mSamplerHandleAllocator.release(samplerObject->first);
            if (samplerObject->second) samplerObject->second->release();
            mSamplerMap.erase(samplerObject);
        }
    }
    
    void ResourceManager::deleteFenceSync(GLuint fenceSync)
    {
        auto fenceObjectIt = mFenceSyncMap.find(fenceSync);
    
        if (fenceObjectIt != mFenceSyncMap.end())
        {
            mFenceSyncHandleAllocator.release(fenceObjectIt->first);
            if (fenceObjectIt->second) fenceObjectIt->second->release();
            mFenceSyncMap.erase(fenceObjectIt);
        }
    }
    
    Buffer *ResourceManager::getBuffer(unsigned int handle)
    {
        BufferMap::iterator buffer = mBufferMap.find(handle);
    
        if (buffer == mBufferMap.end())
        {
            return NULL;
        }
        else
        {
            return buffer->second;
        }
    }
    
    Shader *ResourceManager::getShader(unsigned int handle)
    {
        ShaderMap::iterator shader = mShaderMap.find(handle);
    
        if (shader == mShaderMap.end())
        {
            return NULL;
        }
        else
        {
            return shader->second;
        }
    }
    
    Texture *ResourceManager::getTexture(unsigned int handle)
    {
        if (handle == 0) return NULL;
    
        TextureMap::iterator texture = mTextureMap.find(handle);
    
        if (texture == mTextureMap.end())
        {
            return NULL;
        }
        else
        {
            return texture->second;
        }
    }
    
    Program *ResourceManager::getProgram(unsigned int handle) const
    {
        ProgramMap::const_iterator program = mProgramMap.find(handle);
    
        if (program == mProgramMap.end())
        {
            return NULL;
        }
        else
        {
            return program->second;
        }
    }
    
    Renderbuffer *ResourceManager::getRenderbuffer(unsigned int handle)
    {
        RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle);
    
        if (renderbuffer == mRenderbufferMap.end())
        {
            return NULL;
        }
        else
        {
            return renderbuffer->second;
        }
    }
    
    Sampler *ResourceManager::getSampler(unsigned int handle)
    {
        auto sampler = mSamplerMap.find(handle);
    
        if (sampler == mSamplerMap.end())
        {
            return NULL;
        }
        else
        {
            return sampler->second;
        }
    }
    
    FenceSync *ResourceManager::getFenceSync(unsigned int handle)
    {
        auto fenceObjectIt = mFenceSyncMap.find(handle);
    
        if (fenceObjectIt == mFenceSyncMap.end())
        {
            return NULL;
        }
        else
        {
            return fenceObjectIt->second;
        }
    }
    
    void ResourceManager::setRenderbuffer(GLuint handle, Renderbuffer *buffer)
    {
        mRenderbufferMap[handle] = buffer;
    }
    
    void ResourceManager::checkBufferAllocation(GLuint handle)
    {
        if (handle != 0)
        {
            auto bufferMapIt = mBufferMap.find(handle);
            bool handleAllocated = (bufferMapIt != mBufferMap.end());
    
            if (handleAllocated && bufferMapIt->second != nullptr)
            {
                return;
            }
    
            Buffer *buffer = new Buffer(mFactory->createBuffer(), handle);
            buffer->addRef();
    
            if (handleAllocated)
            {
                bufferMapIt->second = buffer;
            }
            else
            {
                mBufferHandleAllocator.reserve(handle);
                mBufferMap[handle] = buffer;
            }
        }
    }
    
    void ResourceManager::checkTextureAllocation(GLuint handle, GLenum type)
    {
        if (handle != 0)
        {
            auto textureMapIt = mTextureMap.find(handle);
            bool handleAllocated = (textureMapIt != mTextureMap.end());
    
            if (handleAllocated && textureMapIt->second != nullptr)
            {
                return;
            }
    
            Texture *texture = new Texture(mFactory->createTexture(type), handle, type);
            texture->addRef();
    
            if (handleAllocated)
            {
                textureMapIt->second = texture;
            }
            else
            {
                mTextureHandleAllocator.reserve(handle);
                mTextureMap[handle] = texture;
            }
        }
    }
    
    void ResourceManager::checkRenderbufferAllocation(GLuint handle)
    {
        if (handle != 0)
        {
            auto renderbufferMapIt = mRenderbufferMap.find(handle);
            bool handleAllocated = (renderbufferMapIt != mRenderbufferMap.end());
    
            if (handleAllocated && renderbufferMapIt->second != nullptr)
            {
                return;
            }
    
            Renderbuffer *renderbuffer = new Renderbuffer(mFactory->createRenderbuffer(), handle);
            renderbuffer->addRef();
    
            if (handleAllocated)
            {
                renderbufferMapIt->second = renderbuffer;
            }
            else
            {
                mRenderbufferHandleAllocator.reserve(handle);
                mRenderbufferMap[handle] = renderbuffer;
            }
        }
    }
    
    void ResourceManager::checkSamplerAllocation(GLuint sampler)
    {
        if (sampler != 0 && !getSampler(sampler))
        {
            Sampler *samplerObject = new Sampler(sampler);
            mSamplerMap[sampler] = samplerObject;
            samplerObject->addRef();
            // Samplers cannot be created via Bind
        }
    }
    
    bool ResourceManager::isSampler(GLuint sampler)
    {
        return mSamplerMap.find(sampler) != mSamplerMap.end();
    }
    
    }