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

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/ResourceManager.cpp
  • //
    // Copyright 2002 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 the ResourceManager classes, which handle allocation and
    // lifetime of GL objects.
    
    #include "libANGLE/ResourceManager.h"
    
    #include "libANGLE/Buffer.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Fence.h"
    #include "libANGLE/MemoryObject.h"
    #include "libANGLE/Path.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/ProgramPipeline.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/Sampler.h"
    #include "libANGLE/Semaphore.h"
    #include "libANGLE/Shader.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/renderer/ContextImpl.h"
    
    namespace gl
    {
    
    namespace
    {
    
    template <typename ResourceType, typename IDType>
    IDType AllocateEmptyObject(HandleAllocator *handleAllocator,
                               ResourceMap<ResourceType, IDType> *objectMap)
    {
        IDType handle = FromGL<IDType>(handleAllocator->allocate());
        objectMap->assign(handle, nullptr);
        return handle;
    }
    
    }  // anonymous namespace
    
    template <typename HandleAllocatorType>
    ResourceManagerBase<HandleAllocatorType>::ResourceManagerBase() : mRefCount(1)
    {}
    
    template <typename HandleAllocatorType>
    void ResourceManagerBase<HandleAllocatorType>::addRef()
    {
        mRefCount++;
    }
    
    template <typename HandleAllocatorType>
    void ResourceManagerBase<HandleAllocatorType>::release(const Context *context)
    {
        if (--mRefCount == 0)
        {
            reset(context);
            delete this;
        }
    }
    
    template <typename ResourceType, typename HandleAllocatorType, typename ImplT, typename IDType>
    TypedResourceManager<ResourceType, HandleAllocatorType, ImplT, IDType>::~TypedResourceManager()
    {
        ASSERT(mObjectMap.empty());
    }
    
    template <typename ResourceType, typename HandleAllocatorType, typename ImplT, typename IDType>
    void TypedResourceManager<ResourceType, HandleAllocatorType, ImplT, IDType>::reset(
        const Context *context)
    {
        this->mHandleAllocator.reset();
        for (const auto &resource : mObjectMap)
        {
            if (resource.second)
            {
                ImplT::DeleteObject(context, resource.second);
            }
        }
        mObjectMap.clear();
    }
    
    template <typename ResourceType, typename HandleAllocatorType, typename ImplT, typename IDType>
    void TypedResourceManager<ResourceType, HandleAllocatorType, ImplT, IDType>::deleteObject(
        const Context *context,
        IDType handle)
    {
        ResourceType *resource = nullptr;
        if (!mObjectMap.erase(handle, &resource))
        {
            return;
        }
    
        // Requires an explicit this-> because of C++ template rules.
        this->mHandleAllocator.release(GetIDValue(handle));
    
        if (resource)
        {
            ImplT::DeleteObject(context, resource);
        }
    }
    
    template class ResourceManagerBase<HandleAllocator>;
    template class ResourceManagerBase<HandleRangeAllocator>;
    template class TypedResourceManager<Buffer, HandleAllocator, BufferManager, BufferID>;
    template class TypedResourceManager<Texture, HandleAllocator, TextureManager, TextureID>;
    template class TypedResourceManager<Renderbuffer,
                                        HandleAllocator,
                                        RenderbufferManager,
                                        RenderbufferID>;
    template class TypedResourceManager<Sampler, HandleAllocator, SamplerManager, GLuint>;
    template class TypedResourceManager<Sync, HandleAllocator, SyncManager, GLuint>;
    template class TypedResourceManager<Framebuffer, HandleAllocator, FramebufferManager, GLuint>;
    template class TypedResourceManager<ProgramPipeline,
                                        HandleAllocator,
                                        ProgramPipelineManager,
                                        GLuint>;
    
    // BufferManager Implementation.
    
    // static
    Buffer *BufferManager::AllocateNewObject(rx::GLImplFactory *factory, BufferID handle)
    {
        Buffer *buffer = new Buffer(factory, handle);
        buffer->addRef();
        return buffer;
    }
    
    // static
    void BufferManager::DeleteObject(const Context *context, Buffer *buffer)
    {
        buffer->release(context);
    }
    
    BufferID BufferManager::createBuffer()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    Buffer *BufferManager::getBuffer(BufferID handle) const
    {
        return mObjectMap.query(handle);
    }
    
    // ShaderProgramManager Implementation.
    
    ShaderProgramManager::ShaderProgramManager() {}
    
    ShaderProgramManager::~ShaderProgramManager()
    {
        ASSERT(mPrograms.empty());
        ASSERT(mShaders.empty());
    }
    
    void ShaderProgramManager::reset(const Context *context)
    {
        while (!mPrograms.empty())
        {
            deleteProgram(context, mPrograms.begin()->first);
        }
        mPrograms.clear();
        while (!mShaders.empty())
        {
            deleteShader(context, mShaders.begin()->first);
        }
        mShaders.clear();
    }
    
    GLuint ShaderProgramManager::createShader(rx::GLImplFactory *factory,
                                              const gl::Limitations &rendererLimitations,
                                              ShaderType type)
    {
        ASSERT(type != ShaderType::InvalidEnum);
        GLuint handle = mHandleAllocator.allocate();
        mShaders.assign(handle, new Shader(this, factory, rendererLimitations, type, handle));
        return handle;
    }
    
    void ShaderProgramManager::deleteShader(const Context *context, GLuint shader)
    {
        deleteObject(context, &mShaders, shader);
    }
    
    Shader *ShaderProgramManager::getShader(GLuint handle) const
    {
        return mShaders.query(handle);
    }
    
    GLuint ShaderProgramManager::createProgram(rx::GLImplFactory *factory)
    {
        GLuint handle = mHandleAllocator.allocate();
        mPrograms.assign(handle, new Program(factory, this, handle));
        return handle;
    }
    
    void ShaderProgramManager::deleteProgram(const gl::Context *context, GLuint program)
    {
        deleteObject(context, &mPrograms, program);
    }
    
    template <typename ObjectType>
    void ShaderProgramManager::deleteObject(const Context *context,
                                            ResourceMap<ObjectType> *objectMap,
                                            GLuint id)
    {
        ObjectType *object = objectMap->query(id);
        if (!object)
        {
            return;
        }
    
        if (object->getRefCount() == 0)
        {
            mHandleAllocator.release(id);
            object->onDestroy(context);
            objectMap->erase(id, &object);
        }
        else
        {
            object->flagForDeletion();
        }
    }
    
    // TextureManager Implementation.
    
    // static
    Texture *TextureManager::AllocateNewObject(rx::GLImplFactory *factory,
                                               TextureID handle,
                                               TextureType type)
    {
        Texture *texture = new Texture(factory, handle, type);
        texture->addRef();
        return texture;
    }
    
    // static
    void TextureManager::DeleteObject(const Context *context, Texture *texture)
    {
        texture->release(context);
    }
    
    TextureID TextureManager::createTexture()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    void TextureManager::signalAllTexturesDirty() const
    {
        for (const auto &texture : mObjectMap)
        {
            if (texture.second)
            {
                // We don't know if the Texture needs init, but that's ok, since it will only force
                // a re-check, and will not initialize the pixels if it's not needed.
                texture.second->signalDirtyStorage(InitState::MayNeedInit);
            }
        }
    }
    
    void TextureManager::enableHandleAllocatorLogging()
    {
        mHandleAllocator.enableLogging(true);
    }
    
    // RenderbufferManager Implementation.
    
    // static
    Renderbuffer *RenderbufferManager::AllocateNewObject(rx::GLImplFactory *factory,
                                                         RenderbufferID handle)
    {
        Renderbuffer *renderbuffer = new Renderbuffer(factory, handle);
        renderbuffer->addRef();
        return renderbuffer;
    }
    
    // static
    void RenderbufferManager::DeleteObject(const Context *context, Renderbuffer *renderbuffer)
    {
        renderbuffer->release(context);
    }
    
    RenderbufferID RenderbufferManager::createRenderbuffer()
    {
        return {AllocateEmptyObject(&mHandleAllocator, &mObjectMap)};
    }
    
    Renderbuffer *RenderbufferManager::getRenderbuffer(RenderbufferID handle) const
    {
        return mObjectMap.query(handle);
    }
    
    // SamplerManager Implementation.
    
    // static
    Sampler *SamplerManager::AllocateNewObject(rx::GLImplFactory *factory, GLuint handle)
    {
        Sampler *sampler = new Sampler(factory, handle);
        sampler->addRef();
        return sampler;
    }
    
    // static
    void SamplerManager::DeleteObject(const Context *context, Sampler *sampler)
    {
        sampler->release(context);
    }
    
    GLuint SamplerManager::createSampler()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    Sampler *SamplerManager::getSampler(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    bool SamplerManager::isSampler(GLuint sampler) const
    {
        return mObjectMap.contains(sampler);
    }
    
    // SyncManager Implementation.
    
    // static
    void SyncManager::DeleteObject(const Context *context, Sync *sync)
    {
        sync->release(context);
    }
    
    GLuint SyncManager::createSync(rx::GLImplFactory *factory)
    {
        GLuint handle = mHandleAllocator.allocate();
        Sync *sync    = new Sync(factory->createSync(), handle);
        sync->addRef();
        mObjectMap.assign(handle, sync);
        return handle;
    }
    
    Sync *SyncManager::getSync(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    // PathManager Implementation.
    
    PathManager::PathManager() = default;
    
    angle::Result PathManager::createPaths(Context *context, GLsizei range, GLuint *createdOut)
    {
        *createdOut = 0;
    
        // Allocate client side handles.
        const GLuint client = mHandleAllocator.allocateRange(static_cast<GLuint>(range));
        if (client == HandleRangeAllocator::kInvalidHandle)
        {
            context->handleError(GL_OUT_OF_MEMORY, "Failed to allocate path handle range.", __FILE__,
                                 ANGLE_FUNCTION, __LINE__);
            return angle::Result::Stop;
        }
    
        const auto &paths = context->getImplementation()->createPaths(range);
        if (paths.empty())
        {
            mHandleAllocator.releaseRange(client, range);
            context->handleError(GL_OUT_OF_MEMORY, "Failed to allocate path objects.", __FILE__,
                                 ANGLE_FUNCTION, __LINE__);
            return angle::Result::Stop;
        }
    
        for (GLsizei i = 0; i < range; ++i)
        {
            rx::PathImpl *impl = paths[static_cast<unsigned>(i)];
            const auto id      = client + i;
            mPaths.assign(id, new Path(impl));
        }
        *createdOut = client;
        return angle::Result::Continue;
    }
    
    void PathManager::deletePaths(GLuint first, GLsizei range)
    {
        for (GLsizei i = 0; i < range; ++i)
        {
            const auto id = first + i;
            Path *p       = nullptr;
            if (!mPaths.erase(id, &p))
                continue;
            delete p;
        }
        mHandleAllocator.releaseRange(first, static_cast<GLuint>(range));
    }
    
    Path *PathManager::getPath(GLuint handle) const
    {
        return mPaths.query(handle);
    }
    
    bool PathManager::hasPath(GLuint handle) const
    {
        return mHandleAllocator.isUsed(handle);
    }
    
    PathManager::~PathManager()
    {
        ASSERT(mPaths.empty());
    }
    
    void PathManager::reset(const Context *context)
    {
        for (auto path : mPaths)
        {
            SafeDelete(path.second);
        }
        mPaths.clear();
    }
    
    // FramebufferManager Implementation.
    
    // static
    Framebuffer *FramebufferManager::AllocateNewObject(rx::GLImplFactory *factory,
                                                       GLuint handle,
                                                       const Caps &caps)
    {
        return new Framebuffer(caps, factory, handle);
    }
    
    // static
    void FramebufferManager::DeleteObject(const Context *context, Framebuffer *framebuffer)
    {
        framebuffer->onDestroy(context);
        delete framebuffer;
    }
    
    GLuint FramebufferManager::createFramebuffer()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    Framebuffer *FramebufferManager::getFramebuffer(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    void FramebufferManager::setDefaultFramebuffer(Framebuffer *framebuffer)
    {
        ASSERT(framebuffer == nullptr || framebuffer->id() == 0);
        mObjectMap.assign(0, framebuffer);
    }
    
    void FramebufferManager::invalidateFramebufferComplenessCache() const
    {
        for (const auto &framebuffer : mObjectMap)
        {
            if (framebuffer.second)
            {
                framebuffer.second->invalidateCompletenessCache();
            }
        }
    }
    
    // ProgramPipelineManager Implementation.
    
    // static
    ProgramPipeline *ProgramPipelineManager::AllocateNewObject(rx::GLImplFactory *factory,
                                                               GLuint handle)
    {
        ProgramPipeline *pipeline = new ProgramPipeline(factory, handle);
        pipeline->addRef();
        return pipeline;
    }
    
    // static
    void ProgramPipelineManager::DeleteObject(const Context *context, ProgramPipeline *pipeline)
    {
        pipeline->release(context);
    }
    
    GLuint ProgramPipelineManager::createProgramPipeline()
    {
        return AllocateEmptyObject(&mHandleAllocator, &mObjectMap);
    }
    
    ProgramPipeline *ProgramPipelineManager::getProgramPipeline(GLuint handle) const
    {
        return mObjectMap.query(handle);
    }
    
    // MemoryObjectManager Implementation.
    
    MemoryObjectManager::MemoryObjectManager() {}
    
    MemoryObjectManager::~MemoryObjectManager()
    {
        ASSERT(mMemoryObjects.empty());
    }
    
    void MemoryObjectManager::reset(const Context *context)
    {
        while (!mMemoryObjects.empty())
        {
            deleteMemoryObject(context, mMemoryObjects.begin()->first);
        }
        mMemoryObjects.clear();
    }
    
    GLuint MemoryObjectManager::createMemoryObject(rx::GLImplFactory *factory)
    {
        GLuint handle              = mHandleAllocator.allocate();
        MemoryObject *memoryObject = new MemoryObject(factory, handle);
        memoryObject->addRef();
        mMemoryObjects.assign(handle, memoryObject);
        return handle;
    }
    
    void MemoryObjectManager::deleteMemoryObject(const Context *context, GLuint handle)
    {
        MemoryObject *memoryObject = nullptr;
        if (!mMemoryObjects.erase(handle, &memoryObject))
        {
            return;
        }
    
        // Requires an explicit this-> because of C++ template rules.
        this->mHandleAllocator.release(handle);
    
        if (memoryObject)
        {
            memoryObject->release(context);
        }
    }
    
    MemoryObject *MemoryObjectManager::getMemoryObject(GLuint handle) const
    {
        return mMemoryObjects.query(handle);
    }
    
    // SemaphoreManager Implementation.
    
    SemaphoreManager::SemaphoreManager() {}
    
    SemaphoreManager::~SemaphoreManager()
    {
        ASSERT(mSemaphores.empty());
    }
    
    void SemaphoreManager::reset(const Context *context)
    {
        while (!mSemaphores.empty())
        {
            deleteSemaphore(context, mSemaphores.begin()->first);
        }
        mSemaphores.clear();
    }
    
    GLuint SemaphoreManager::createSemaphore(rx::GLImplFactory *factory)
    {
        GLuint handle        = mHandleAllocator.allocate();
        Semaphore *semaphore = new Semaphore(factory, handle);
        semaphore->addRef();
        mSemaphores.assign(handle, semaphore);
        return handle;
    }
    
    void SemaphoreManager::deleteSemaphore(const Context *context, GLuint handle)
    {
        Semaphore *semaphore = nullptr;
        if (!mSemaphores.erase(handle, &semaphore))
        {
            return;
        }
    
        // Requires an explicit this-> because of C++ template rules.
        this->mHandleAllocator.release(handle);
    
        if (semaphore)
        {
            semaphore->release(context);
        }
    }
    
    Semaphore *SemaphoreManager::getSemaphore(GLuint handle) const
    {
        return mSemaphores.query(handle);
    }
    
    }  // namespace gl