Hash :
4e25a0d6
Author :
Date :
2016-03-08T13:53:03
Use std::unordered_map in ResourceManager. The hashed query performs significantly faster than std::map. This improves performance in applications which use Bind* often. Also use the same scheme for the Context-managed resources. BUG=angleproject:1333 Change-Id: I8a1f25d80e060c62dab1f86005e1bc4df1c06dba Reviewed-on: https://chromium-review.googlesource.com/331387 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// 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.h : Defines the ResourceManager class, which tracks objects
// shared by multiple GL contexts.
#ifndef LIBANGLE_RESOURCEMANAGER_H_
#define LIBANGLE_RESOURCEMANAGER_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/HandleAllocator.h"
namespace rx
{
class ImplFactory;
}
namespace gl
{
class Buffer;
struct Data;
class FenceSync;
struct Limitations;
class Program;
class Renderbuffer;
class Sampler;
class Shader;
class Texture;
class ResourceManager : angle::NonCopyable
{
public:
explicit ResourceManager(rx::ImplFactory *factory);
~ResourceManager();
void addRef();
void release();
GLuint createBuffer();
GLuint createShader(const gl::Limitations &rendererLimitations, GLenum type);
GLuint createProgram();
GLuint createTexture();
GLuint createRenderbuffer();
GLuint createSampler();
GLuint createFenceSync();
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
void deleteSampler(GLuint sampler);
void deleteFenceSync(GLuint fenceSync);
Buffer *getBuffer(GLuint handle);
Shader *getShader(GLuint handle);
Program *getProgram(GLuint handle) const;
Texture *getTexture(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
Sampler *getSampler(GLuint handle);
FenceSync *getFenceSync(GLuint handle);
void setRenderbuffer(GLuint handle, Renderbuffer *renderbuffer);
Buffer *checkBufferAllocation(GLuint handle);
Texture *checkTextureAllocation(GLuint handle, GLenum type);
Renderbuffer *checkRenderbufferAllocation(GLuint handle);
Sampler *checkSamplerAllocation(GLuint samplerHandle);
bool isSampler(GLuint sampler);
private:
void createTextureInternal(GLuint handle);
rx::ImplFactory *mFactory;
std::size_t mRefCount;
ResourceMap<Buffer> mBufferMap;
HandleAllocator mBufferHandleAllocator;
ResourceMap<Shader> mShaderMap;
ResourceMap<Program> mProgramMap;
HandleAllocator mProgramShaderHandleAllocator;
ResourceMap<Texture> mTextureMap;
HandleAllocator mTextureHandleAllocator;
ResourceMap<Renderbuffer> mRenderbufferMap;
HandleAllocator mRenderbufferHandleAllocator;
ResourceMap<Sampler> mSamplerMap;
HandleAllocator mSamplerHandleAllocator;
ResourceMap<FenceSync> mFenceSyncMap;
HandleAllocator mFenceSyncHandleAllocator;
};
} // namespace gl
#endif // LIBANGLE_RESOURCEMANAGER_H_