Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
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>
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//
// 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.h : Defines the ResourceManager classes, which handle allocation and lifetime of
// GL objects.
#ifndef LIBANGLE_RESOURCEMANAGER_H_
#define LIBANGLE_RESOURCEMANAGER_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/HandleAllocator.h"
#include "libANGLE/HandleRangeAllocator.h"
#include "libANGLE/ResourceMap.h"
namespace rx
{
class GLImplFactory;
}
namespace gl
{
class Buffer;
struct Caps;
class Context;
class Sync;
class Framebuffer;
struct Limitations;
class MemoryObject;
class Path;
class Program;
class ProgramPipeline;
class Renderbuffer;
class Sampler;
class Shader;
class Semaphore;
class Texture;
template <typename HandleAllocatorType>
class ResourceManagerBase : angle::NonCopyable
{
public:
ResourceManagerBase();
void addRef();
void release(const Context *context);
protected:
virtual void reset(const Context *context) = 0;
virtual ~ResourceManagerBase() {}
HandleAllocatorType mHandleAllocator;
private:
size_t mRefCount;
};
template <typename ResourceType,
typename HandleAllocatorType,
typename ImplT,
typename IDType = GLuint>
class TypedResourceManager : public ResourceManagerBase<HandleAllocatorType>
{
public:
TypedResourceManager() {}
void deleteObject(const Context *context, IDType handle);
ANGLE_INLINE bool isHandleGenerated(IDType handle) const
{
// Zero is always assumed to have been generated implicitly.
return GetIDValue(handle) == 0 || mObjectMap.contains(handle);
}
protected:
~TypedResourceManager() override;
// Inlined in the header for performance.
template <typename... ArgTypes>
ANGLE_INLINE ResourceType *checkObjectAllocation(rx::GLImplFactory *factory,
IDType handle,
ArgTypes... args)
{
ResourceType *value = mObjectMap.query(handle);
if (value)
{
return value;
}
if (GetIDValue(handle) == 0)
{
return nullptr;
}
return checkObjectAllocationImpl(factory, handle, args...);
}
void reset(const Context *context) override;
ResourceMap<ResourceType, IDType> mObjectMap;
private:
template <typename... ArgTypes>
ResourceType *checkObjectAllocationImpl(rx::GLImplFactory *factory,
IDType handle,
ArgTypes... args)
{
ResourceType *object = ImplT::AllocateNewObject(factory, handle, args...);
if (!mObjectMap.contains(handle))
{
this->mHandleAllocator.reserve(GetIDValue(handle));
}
mObjectMap.assign(handle, object);
return object;
}
};
class BufferManager : public TypedResourceManager<Buffer, HandleAllocator, BufferManager, BufferID>
{
public:
BufferID createBuffer();
Buffer *getBuffer(BufferID handle) const;
ANGLE_INLINE Buffer *checkBufferAllocation(rx::GLImplFactory *factory, BufferID handle)
{
return checkObjectAllocation(factory, handle);
}
// TODO(jmadill): Investigate design which doesn't expose these methods publicly.
static Buffer *AllocateNewObject(rx::GLImplFactory *factory, BufferID handle);
static void DeleteObject(const Context *context, Buffer *buffer);
protected:
~BufferManager() override {}
};
class ShaderProgramManager : public ResourceManagerBase<HandleAllocator>
{
public:
ShaderProgramManager();
GLuint createShader(rx::GLImplFactory *factory,
const Limitations &rendererLimitations,
ShaderType type);
void deleteShader(const Context *context, GLuint shader);
Shader *getShader(GLuint handle) const;
GLuint createProgram(rx::GLImplFactory *factory);
void deleteProgram(const Context *context, GLuint program);
ANGLE_INLINE Program *getProgram(GLuint handle) const { return mPrograms.query(handle); }
protected:
~ShaderProgramManager() override;
private:
template <typename ObjectType>
void deleteObject(const Context *context, ResourceMap<ObjectType> *objectMap, GLuint id);
void reset(const Context *context) override;
ResourceMap<Shader> mShaders;
ResourceMap<Program> mPrograms;
};
class TextureManager
: public TypedResourceManager<Texture, HandleAllocator, TextureManager, TextureID>
{
public:
TextureID createTexture();
ANGLE_INLINE Texture *getTexture(TextureID handle) const
{
ASSERT(mObjectMap.query({0}) == nullptr);
return mObjectMap.query(handle);
}
void signalAllTexturesDirty() const;
ANGLE_INLINE Texture *checkTextureAllocation(rx::GLImplFactory *factory,
TextureID handle,
TextureType type)
{
return checkObjectAllocation(factory, handle, type);
}
static Texture *AllocateNewObject(rx::GLImplFactory *factory,
TextureID handle,
TextureType type);
static void DeleteObject(const Context *context, Texture *texture);
void enableHandleAllocatorLogging();
protected:
~TextureManager() override {}
};
class RenderbufferManager : public TypedResourceManager<Renderbuffer,
HandleAllocator,
RenderbufferManager,
RenderbufferID>
{
public:
RenderbufferID createRenderbuffer();
Renderbuffer *getRenderbuffer(RenderbufferID handle) const;
Renderbuffer *checkRenderbufferAllocation(rx::GLImplFactory *factory, RenderbufferID handle)
{
return checkObjectAllocation(factory, handle);
}
static Renderbuffer *AllocateNewObject(rx::GLImplFactory *factory, RenderbufferID handle);
static void DeleteObject(const Context *context, Renderbuffer *renderbuffer);
protected:
~RenderbufferManager() override {}
};
class SamplerManager : public TypedResourceManager<Sampler, HandleAllocator, SamplerManager>
{
public:
GLuint createSampler();
Sampler *getSampler(GLuint handle) const;
bool isSampler(GLuint sampler) const;
Sampler *checkSamplerAllocation(rx::GLImplFactory *factory, GLuint handle)
{
return checkObjectAllocation(factory, handle);
}
static Sampler *AllocateNewObject(rx::GLImplFactory *factory, GLuint handle);
static void DeleteObject(const Context *context, Sampler *sampler);
protected:
~SamplerManager() override {}
};
class SyncManager : public TypedResourceManager<Sync, HandleAllocator, SyncManager>
{
public:
GLuint createSync(rx::GLImplFactory *factory);
Sync *getSync(GLuint handle) const;
static void DeleteObject(const Context *context, Sync *sync);
protected:
~SyncManager() override {}
};
class PathManager : public ResourceManagerBase<HandleRangeAllocator>
{
public:
PathManager();
angle::Result createPaths(Context *context, GLsizei range, GLuint *numCreated);
void deletePaths(GLuint first, GLsizei range);
Path *getPath(GLuint handle) const;
bool hasPath(GLuint handle) const;
protected:
~PathManager() override;
void reset(const Context *context) override;
private:
ResourceMap<Path> mPaths;
};
class FramebufferManager
: public TypedResourceManager<Framebuffer, HandleAllocator, FramebufferManager>
{
public:
GLuint createFramebuffer();
Framebuffer *getFramebuffer(GLuint handle) const;
void setDefaultFramebuffer(Framebuffer *framebuffer);
void invalidateFramebufferComplenessCache() const;
Framebuffer *checkFramebufferAllocation(rx::GLImplFactory *factory,
const Caps &caps,
GLuint handle)
{
return checkObjectAllocation<const Caps &>(factory, handle, caps);
}
static Framebuffer *AllocateNewObject(rx::GLImplFactory *factory,
GLuint handle,
const Caps &caps);
static void DeleteObject(const Context *context, Framebuffer *framebuffer);
protected:
~FramebufferManager() override {}
};
class ProgramPipelineManager
: public TypedResourceManager<ProgramPipeline, HandleAllocator, ProgramPipelineManager>
{
public:
GLuint createProgramPipeline();
ProgramPipeline *getProgramPipeline(GLuint handle) const;
ProgramPipeline *checkProgramPipelineAllocation(rx::GLImplFactory *factory, GLuint handle)
{
return checkObjectAllocation(factory, handle);
}
static ProgramPipeline *AllocateNewObject(rx::GLImplFactory *factory, GLuint handle);
static void DeleteObject(const Context *context, ProgramPipeline *pipeline);
protected:
~ProgramPipelineManager() override {}
};
class MemoryObjectManager : public ResourceManagerBase<HandleAllocator>
{
public:
MemoryObjectManager();
GLuint createMemoryObject(rx::GLImplFactory *factory);
void deleteMemoryObject(const Context *context, GLuint handle);
MemoryObject *getMemoryObject(GLuint handle) const;
protected:
~MemoryObjectManager() override;
private:
void reset(const Context *context) override;
ResourceMap<MemoryObject> mMemoryObjects;
};
class SemaphoreManager : public ResourceManagerBase<HandleAllocator>
{
public:
SemaphoreManager();
GLuint createSemaphore(rx::GLImplFactory *factory);
void deleteSemaphore(const Context *context, GLuint handle);
Semaphore *getSemaphore(GLuint handle) const;
protected:
~SemaphoreManager() override;
private:
void reset(const Context *context) override;
ResourceMap<Semaphore> mSemaphores;
};
} // namespace gl
#endif // LIBANGLE_RESOURCEMANAGER_H_