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

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  • Author : Jamie Madill
    Date : 2017-06-20 12:57:39
    Hash : 4928b7ca
    Message : Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 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>
    
    namespace gl
    {
    class Context;
    
    class RefCountObjectNoID : angle::NonCopyable
    {
      public:
        RefCountObjectNoID() : mRefCount(0) {}
        virtual void onDestroy(const gl::Context *context) {}
    
        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); }
    
        mutable std::size_t mRefCount;
    };
    
    template <class ObjectType>
    class BindingPointer;
    
    class RefCountObject : RefCountObjectNoID
    {
      public:
        explicit RefCountObject(GLuint id) : mId(id) {}
    
        GLuint id() const { return mId; }
    
        // A specialized release method for objects which need a destroy context.
        void release(const gl::Context *context)
        {
            ASSERT(mRefCount > 0);
            if (--mRefCount == 0)
            {
                onDestroy(context);
                delete this;
            }
        }
    
        using RefCountObjectNoID::addRef;
        using RefCountObjectNoID::getRefCount;
    
      protected:
        ~RefCountObject() override {}
    
      private:
        template <class ObjectType>
        friend class BindingPointer;
        GLuint mId;
    };
    
    template <class ObjectType>
    class BindingPointer
    {
      public:
        BindingPointer()
            : mObject(nullptr)
        {
        }
    
        BindingPointer(ObjectType *object) : mObject(object) { mObject->addRef(); }
    
        BindingPointer(const BindingPointer<ObjectType> &other) : mObject(other.mObject)
        {
            mObject->addRef();
        }
    
        BindingPointer &operator=(BindingPointer<ObjectType> &&other)
        {
            std::swap(mObject, other.mObject);
            return *this;
        }
    
        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(const Context *context, 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<RefCountObject *>(mObject)->release(context);
            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(const Context *context, ObjectType *newObject) override
        {
            BindingPointer<ObjectType>::set(context, newObject);
            mOffset = 0;
            mSize = 0;
        }
    
        void set(const Context *context, ObjectType *newObject, GLintptr offset, GLsizeiptr size)
        {
            BindingPointer<ObjectType>::set(context, 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;
    };
    }  // namespace gl
    
    #endif   // LIBANGLE_REFCOUNTOBJECT_H_