Hash :
7aea7e05
Author :
Date :
2016-05-10T10:39:45
Add EGLImplFactory. Also rename ImplFactory to GLImplFactory. This will allow us to use the same factory design pattern for EGL objects, and to use State helper classes to share data with Impls. BUG=angleproject:1363 BUG=angleproject:1369 Change-Id: I07a8fe40838d5d4ca32b04910c306edeab4d25a7 Reviewed-on: https://chromium-review.googlesource.com/342051 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@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 GLImplFactory;
}
namespace gl
{
class Buffer;
class FenceSync;
struct Limitations;
class Program;
class Renderbuffer;
class Sampler;
class Shader;
class Texture;
class ResourceManager : angle::NonCopyable
{
public:
explicit ResourceManager(rx::GLImplFactory *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::GLImplFactory *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_