Hash :
96a483bc
        
        Author :
  
        
        Date :
2017-06-27T16:49:21
        
      
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>
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//
// Copyright (c) 2002-2011 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.
//
// HandleAllocator.h: Defines the gl::HandleAllocator class, which is used to
// allocate GL handles.
#ifndef LIBANGLE_HANDLEALLOCATOR_H_
#define LIBANGLE_HANDLEALLOCATOR_H_
#include "common/angleutils.h"
#include "angle_gl.h"
#include <stack>
namespace gl
{
class HandleAllocator final : angle::NonCopyable
{
  public:
    // Maximum handle = MAX_UINT-1
    HandleAllocator();
    // Specify maximum handle value. Used for testing.
    HandleAllocator(GLuint maximumHandleValue);
    ~HandleAllocator();
    void setBaseHandle(GLuint value);
    GLuint allocate();
    void release(GLuint handle);
    void reserve(GLuint handle);
    void reset();
  private:
    GLuint mBaseValue;
    GLuint mNextValue;
    typedef std::vector<GLuint> HandleList;
    HandleList mFreeValues;
    // Represents an inclusive range [begin, end]
    struct HandleRange
    {
        HandleRange(GLuint beginIn, GLuint endIn) : begin(beginIn), end(endIn) {}
        GLuint begin;
        GLuint end;
    };
    struct HandleRangeComparator;
    // The freelist consists of never-allocated handles, stored
    // as ranges, and handles that were previously allocated and
    // released, stored in a stack.
    std::vector<HandleRange> mUnallocatedList;
    std::vector<GLuint> mReleasedList;
};
}  // namespace gl
#endif   // LIBANGLE_HANDLEALLOCATOR_H_