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kc3-lang/angle/src/libANGLE/RefCountObject.h

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  • Author : Jamie Madill
    Date : 2017-01-13 17:29:52
    Hash : 8ecf7f9b
    Message : Vulkan: Implement shader compilation. This hooks up the Vulkan GLSL, decorated with locations, to glslang, and then pipes the SPIRV back to the Program implementation for later use when making pipelines to run draw calls. The program compilation tests work now, but don't really test anything other than not generating Vulkan validation layer errors during compilation and shader object generation. BUG=angleproject:1576 Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd Reviewed-on: https://chromium-review.googlesource.com/408519 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/RefCountObject.h
  • //
    // Copyright (c) 2002-2010 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.
    //
    
    // RefCountObject.h: Defines the gl::RefCountObject base class that provides
    // lifecycle support for GL objects using the traditional BindObject scheme, but
    // that need to be reference counted for correct cross-context deletion.
    // (Concretely, textures, buffers and renderbuffers.)
    
    #ifndef LIBANGLE_REFCOUNTOBJECT_H_
    #define LIBANGLE_REFCOUNTOBJECT_H_
    
    #include "common/debug.h"
    
    #include "angle_gl.h"
    
    #include <cstddef>
    
    class RefCountObjectNoID : angle::NonCopyable
    {
      public:
        RefCountObjectNoID() : mRefCount(0) {}
    
        void addRef() const { ++mRefCount; }
    
        void release() const
        {
            ASSERT(mRefCount > 0);
    
            if (--mRefCount == 0)
            {
                delete this;
            }
        }
    
        size_t getRefCount() const { return mRefCount; }
    
      protected:
        virtual ~RefCountObjectNoID() { ASSERT(mRefCount == 0); }
    
      private:
        mutable std::size_t mRefCount;
    };
    
    class RefCountObject : public RefCountObjectNoID
    {
      public:
        explicit RefCountObject(GLuint id) : mId(id) {}
    
        GLuint id() const { return mId; }
    
      protected:
        ~RefCountObject() override {}
    
      private:
        GLuint mId;
    };
    
    template <class ObjectType>
    class BindingPointer
    {
      public:
        BindingPointer()
            : mObject(nullptr)
        {
        }
    
        BindingPointer(const BindingPointer<ObjectType> &other)
            : mObject(nullptr)
        {
            set(other.mObject);
        }
    
        void operator=(const BindingPointer<ObjectType> &other)
        {
            set(other.mObject);
        }
    
        virtual ~BindingPointer()
        {
            // Objects have to be released before the resource manager is destroyed, so they must be explicitly cleaned up.
            ASSERT(mObject == nullptr);
        }
    
        virtual void set(ObjectType *newObject)
        {
            // addRef first in case newObject == mObject and this is the last reference to it.
            if (newObject != nullptr) reinterpret_cast<const RefCountObject*>(newObject)->addRef();
            if (mObject != nullptr) reinterpret_cast<const RefCountObject*>(mObject)->release();
            mObject = newObject;
        }
    
        ObjectType *get() const { return mObject; }
        ObjectType *operator->() const { return mObject; }
    
        GLuint id() const { return (mObject != nullptr) ? mObject->id() : 0; }
    
        bool operator==(const BindingPointer<ObjectType> &other) const
        {
            return mObject == other.mObject;
        }
    
        bool operator!=(const BindingPointer<ObjectType> &other) const { return !(*this == other); }
    
      private:
        ObjectType *mObject;
    };
    
    template <class ObjectType>
    class OffsetBindingPointer : public BindingPointer<ObjectType>
    {
      public:
        OffsetBindingPointer() : mOffset(0), mSize(0) { }
    
        void set(ObjectType *newObject) override
        {
            BindingPointer<ObjectType>::set(newObject);
            mOffset = 0;
            mSize = 0;
        }
    
        void set(ObjectType *newObject, GLintptr offset, GLsizeiptr size)
        {
            BindingPointer<ObjectType>::set(newObject);
            mOffset = offset;
            mSize = size;
        }
    
        GLintptr getOffset() const { return mOffset; }
        GLsizeiptr getSize() const { return mSize; }
    
        bool operator==(const OffsetBindingPointer<ObjectType> &other) const
        {
            return this->get() == other.get() && mOffset == other.mOffset && mSize == other.mSize;
        }
    
        bool operator!=(const OffsetBindingPointer<ObjectType> &other) const
        {
            return !(*this == other);
        }
    
      private:
        GLintptr mOffset;
        GLsizeiptr mSize;
    };
    
    #endif   // LIBANGLE_REFCOUNTOBJECT_H_