Hash :
8f775607
Author :
Date :
2016-11-03T16:45:34
Introduce a gl::BufferState class. This state can share vital pieces of information with the impl. The most elementary state is the buffer size, which then the impl doesn't need to replicate. BUG=angleproject:1579 Change-Id: I341393c64a6e49de65c1d53b1bad2fa143209862 Reviewed-on: https://chromium-review.googlesource.com/406644 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@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.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/Fence.h"
#include "libANGLE/Path.h"
#include "libANGLE/Program.h"
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/Sampler.h"
#include "libANGLE/Shader.h"
#include "libANGLE/Texture.h"
#include "libANGLE/renderer/GLImplFactory.h"
namespace gl
{
ResourceManager::ResourceManager() : 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);
}
for (auto it = mPathMap.begin(); it != mPathMap.end(); ++it)
{
const auto *p = it->second;
delete p;
}
}
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] = nullptr;
return handle;
}
// Returns an unused shader/program name
GLuint ResourceManager::createShader(rx::GLImplFactory *factory,
const gl::Limitations &rendererLimitations,
GLenum type)
{
ASSERT(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER || type == GL_COMPUTE_SHADER);
GLuint handle = mProgramShaderHandleAllocator.allocate();
mShaderMap[handle] = new Shader(this, factory, rendererLimitations, type, handle);
return handle;
}
// Returns an unused program/shader name
GLuint ResourceManager::createProgram(rx::GLImplFactory *factory)
{
GLuint handle = mProgramShaderHandleAllocator.allocate();
mProgramMap[handle] = new Program(factory, this, handle);
return handle;
}
// Returns an unused texture name
GLuint ResourceManager::createTexture()
{
GLuint handle = mTextureHandleAllocator.allocate();
mTextureMap[handle] = nullptr;
return handle;
}
// Returns an unused renderbuffer name
GLuint ResourceManager::createRenderbuffer()
{
GLuint handle = mRenderbufferHandleAllocator.allocate();
mRenderbufferMap[handle] = nullptr;
return handle;
}
// Returns an unused sampler name
GLuint ResourceManager::createSampler()
{
GLuint handle = mSamplerHandleAllocator.allocate();
mSamplerMap[handle] = nullptr;
return handle;
}
// Returns the next unused fence name, and allocates the fence
GLuint ResourceManager::createFenceSync(rx::GLImplFactory *factory)
{
GLuint handle = mFenceSyncHandleAllocator.allocate();
FenceSync *fenceSync = new FenceSync(factory->createFenceSync(), handle);
fenceSync->addRef();
mFenceSyncMap[handle] = fenceSync;
return handle;
}
ErrorOrResult<GLuint> ResourceManager::createPaths(rx::GLImplFactory *factory, GLsizei range)
{
// Allocate client side handles.
const GLuint client = mPathHandleAllocator.allocateRange(static_cast<GLuint>(range));
if (client == HandleRangeAllocator::kInvalidHandle)
return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate path handle range.");
const auto &paths = factory->createPaths(range);
if (paths.empty())
{
mPathHandleAllocator.releaseRange(client, range);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate path objects.");
}
auto hint = mPathMap.begin();
for (GLsizei i = 0; i < range; ++i)
{
const auto impl = paths[static_cast<unsigned>(i)];
const auto id = client + i;
hint = mPathMap.insert(hint, std::make_pair(id, new Path(impl)));
}
return client;
}
void ResourceManager::deleteBuffer(GLuint buffer)
{
auto 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)
{
auto 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)
{
auto 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)
{
auto 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)
{
auto 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);
}
}
void ResourceManager::deletePaths(GLuint first, GLsizei range)
{
for (GLsizei i = 0; i < range; ++i)
{
const auto id = first + i;
const auto it = mPathMap.find(id);
if (it == mPathMap.end())
continue;
Path *p = it->second;
delete p;
mPathMap.erase(it);
}
mPathHandleAllocator.releaseRange(first, static_cast<GLuint>(range));
}
Buffer *ResourceManager::getBuffer(unsigned int handle)
{
auto buffer = mBufferMap.find(handle);
if (buffer == mBufferMap.end())
{
return nullptr;
}
else
{
return buffer->second;
}
}
Shader *ResourceManager::getShader(unsigned int handle) const
{
auto shader = mShaderMap.find(handle);
if (shader == mShaderMap.end())
{
return nullptr;
}
else
{
return shader->second;
}
}
Texture *ResourceManager::getTexture(unsigned int handle)
{
if (handle == 0)
return nullptr;
auto texture = mTextureMap.find(handle);
if (texture == mTextureMap.end())
{
return nullptr;
}
else
{
return texture->second;
}
}
Program *ResourceManager::getProgram(unsigned int handle) const
{
auto program = mProgramMap.find(handle);
if (program == mProgramMap.end())
{
return nullptr;
}
else
{
return program->second;
}
}
Renderbuffer *ResourceManager::getRenderbuffer(unsigned int handle)
{
auto renderbuffer = mRenderbufferMap.find(handle);
if (renderbuffer == mRenderbufferMap.end())
{
return nullptr;
}
else
{
return renderbuffer->second;
}
}
Sampler *ResourceManager::getSampler(unsigned int handle)
{
auto sampler = mSamplerMap.find(handle);
if (sampler == mSamplerMap.end())
{
return nullptr;
}
else
{
return sampler->second;
}
}
FenceSync *ResourceManager::getFenceSync(unsigned int handle)
{
auto fenceObjectIt = mFenceSyncMap.find(handle);
if (fenceObjectIt == mFenceSyncMap.end())
{
return nullptr;
}
else
{
return fenceObjectIt->second;
}
}
const Path *ResourceManager::getPath(GLuint handle) const
{
auto it = mPathMap.find(handle);
if (it == std::end(mPathMap))
return nullptr;
return it->second;
}
Path *ResourceManager::getPath(GLuint handle)
{
auto it = mPathMap.find(handle);
if (it == std::end(mPathMap))
return nullptr;
return it->second;
}
bool ResourceManager::hasPath(GLuint handle) const
{
return mPathHandleAllocator.isUsed(handle);
}
void ResourceManager::setRenderbuffer(GLuint handle, Renderbuffer *buffer)
{
mRenderbufferMap[handle] = buffer;
}
Buffer *ResourceManager::checkBufferAllocation(rx::GLImplFactory *factory, GLuint handle)
{
if (handle == 0)
{
return nullptr;
}
auto bufferMapIt = mBufferMap.find(handle);
bool handleAllocated = (bufferMapIt != mBufferMap.end());
if (handleAllocated && bufferMapIt->second != nullptr)
{
return bufferMapIt->second;
}
Buffer *buffer = new Buffer(factory, handle);
buffer->addRef();
if (handleAllocated)
{
bufferMapIt->second = buffer;
}
else
{
mBufferHandleAllocator.reserve(handle);
mBufferMap[handle] = buffer;
}
return buffer;
}
Texture *ResourceManager::checkTextureAllocation(rx::GLImplFactory *factory,
GLuint handle,
GLenum type)
{
if (handle == 0)
{
return nullptr;
}
auto textureMapIt = mTextureMap.find(handle);
bool handleAllocated = (textureMapIt != mTextureMap.end());
if (handleAllocated && textureMapIt->second != nullptr)
{
return textureMapIt->second;
}
Texture *texture = new Texture(factory, handle, type);
texture->addRef();
if (handleAllocated)
{
textureMapIt->second = texture;
}
else
{
mTextureHandleAllocator.reserve(handle);
mTextureMap[handle] = texture;
}
return texture;
}
Renderbuffer *ResourceManager::checkRenderbufferAllocation(rx::GLImplFactory *factory,
GLuint handle)
{
if (handle == 0)
{
return nullptr;
}
auto renderbufferMapIt = mRenderbufferMap.find(handle);
bool handleAllocated = (renderbufferMapIt != mRenderbufferMap.end());
if (handleAllocated && renderbufferMapIt->second != nullptr)
{
return renderbufferMapIt->second;
}
Renderbuffer *renderbuffer = new Renderbuffer(factory->createRenderbuffer(), handle);
renderbuffer->addRef();
if (handleAllocated)
{
renderbufferMapIt->second = renderbuffer;
}
else
{
mRenderbufferHandleAllocator.reserve(handle);
mRenderbufferMap[handle] = renderbuffer;
}
return renderbuffer;
}
Sampler *ResourceManager::checkSamplerAllocation(rx::GLImplFactory *factory, GLuint samplerHandle)
{
// Samplers cannot be created via Bind
if (samplerHandle == 0)
{
return nullptr;
}
Sampler *sampler = getSampler(samplerHandle);
if (!sampler)
{
sampler = new Sampler(factory, samplerHandle);
mSamplerMap[samplerHandle] = sampler;
sampler->addRef();
}
return sampler;
}
bool ResourceManager::isSampler(GLuint sampler)
{
return mSamplerMap.find(sampler) != mSamplerMap.end();
}
bool ResourceManager::isTextureGenerated(GLuint texture) const
{
return texture == 0 || mTextureMap.find(texture) != mTextureMap.end();
}
bool ResourceManager::isBufferGenerated(GLuint buffer) const
{
return buffer == 0 || mBufferMap.find(buffer) != mBufferMap.end();
}
bool ResourceManager::isRenderbufferGenerated(GLuint renderbuffer) const
{
return renderbuffer == 0 || mRenderbufferMap.find(renderbuffer) != mRenderbufferMap.end();
}
} // namespace gl