// // 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.cpp: Implements the gl::HandleAllocator class, which is used // to allocate GL handles. #include "libANGLE/HandleAllocator.h" #include #include "common/debug.h" namespace gl { struct HandleAllocator::HandleRangeComparator { bool operator()(const HandleRange &range, GLuint handle) const { return (range.end < handle); } }; HandleAllocator::HandleAllocator() : mBaseValue(1), mNextValue(1) { mUnallocatedList.push_back(HandleRange(1, std::numeric_limits::max())); } HandleAllocator::HandleAllocator(GLuint maximumHandleValue) : mBaseValue(1), mNextValue(1) { mUnallocatedList.push_back(HandleRange(1, maximumHandleValue)); } HandleAllocator::~HandleAllocator() { } void HandleAllocator::setBaseHandle(GLuint value) { ASSERT(mBaseValue == mNextValue); mBaseValue = value; mNextValue = value; } GLuint HandleAllocator::allocate() { ASSERT(!mUnallocatedList.empty() || !mReleasedList.empty()); // Allocate from released list, logarithmic time for pop_heap. if (!mReleasedList.empty()) { std::pop_heap(mReleasedList.begin(), mReleasedList.end()); GLuint reusedHandle = mReleasedList.back(); mReleasedList.pop_back(); return reusedHandle; } // Allocate from unallocated list, constant time. auto listIt = mUnallocatedList.begin(); GLuint freeListHandle = listIt->begin; ASSERT(freeListHandle > 0); if (listIt->begin == listIt->end) { mUnallocatedList.erase(listIt); } else { listIt->begin++; } return freeListHandle; } void HandleAllocator::release(GLuint handle) { // Add to released list, logarithmic time for push_heap. mReleasedList.push_back(handle); std::push_heap(mReleasedList.begin(), mReleasedList.end()); } void HandleAllocator::reserve(GLuint handle) { // Clear from released list -- might be a slow operation. if (!mReleasedList.empty()) { auto releasedIt = std::find(mReleasedList.begin(), mReleasedList.end(), handle); if (releasedIt != mReleasedList.end()) { mReleasedList.erase(releasedIt); return; } } // Not in released list, reserve in the unallocated list. auto boundIt = std::lower_bound(mUnallocatedList.begin(), mUnallocatedList.end(), handle, HandleRangeComparator()); ASSERT(boundIt != mUnallocatedList.end()); GLuint begin = boundIt->begin; GLuint end = boundIt->end; if (handle == begin || handle == end) { if (begin == end) { mUnallocatedList.erase(boundIt); } else if (handle == begin) { boundIt->begin++; } else { ASSERT(handle == end); boundIt->end--; } return; } ASSERT(begin < handle && handle < end); // need to split the range auto placementIt = mUnallocatedList.erase(boundIt); placementIt = mUnallocatedList.insert(placementIt, HandleRange(handle + 1, end)); mUnallocatedList.insert(placementIt, HandleRange(begin, handle - 1)); } void HandleAllocator::reset() { mUnallocatedList.clear(); mUnallocatedList.push_back(HandleRange(1, std::numeric_limits::max())); mReleasedList.clear(); mBaseValue = 1; mNextValue = 1; } } // namespace gl