#include "precompiled.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. // // ResourceManager.cpp: Implements the gl::ResourceManager class, which tracks and // retrieves objects which may be shared by multiple Contexts. #include "libGLESv2/ResourceManager.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/Program.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/Shader.h" #include "libGLESv2/Texture.h" namespace gl { ResourceManager::ResourceManager(rx::Renderer *renderer) { mRefCount = 1; mRenderer = renderer; } ResourceManager::~ResourceManager() { while (!mBufferMap.empty()) { deleteBuffer(mBufferMap.begin()->first); } while (!mProgramMap.empty()) { deleteProgram(mProgramMap.begin()->first); } while (!mShaderMap.empty()) { deleteShader(mShaderMap.begin()->first); } while (!mRenderbufferMap.empty()) { deleteRenderbuffer(mRenderbufferMap.begin()->first); } while (!mTextureMap.empty()) { deleteTexture(mTextureMap.begin()->first); } } void ResourceManager::addRef() { mRefCount++; } void ResourceManager::release() { if (--mRefCount == 0) { delete this; } } // Returns an unused buffer name GLuint ResourceManager::createBuffer() { GLuint handle = mBufferHandleAllocator.allocate(); mBufferMap[handle] = NULL; return handle; } // Returns an unused shader/program name GLuint ResourceManager::createShader(GLenum type) { GLuint handle = mProgramShaderHandleAllocator.allocate(); if (type == GL_VERTEX_SHADER) { mShaderMap[handle] = new VertexShader(this, mRenderer, handle); } else if (type == GL_FRAGMENT_SHADER) { mShaderMap[handle] = new FragmentShader(this, mRenderer, handle); } else UNREACHABLE(); return handle; } // Returns an unused program/shader name GLuint ResourceManager::createProgram() { GLuint handle = mProgramShaderHandleAllocator.allocate(); mProgramMap[handle] = new Program(mRenderer, this, handle); return handle; } // Returns an unused texture name GLuint ResourceManager::createTexture() { GLuint handle = mTextureHandleAllocator.allocate(); mTextureMap[handle] = NULL; return handle; } // Returns an unused renderbuffer name GLuint ResourceManager::createRenderbuffer() { GLuint handle = mRenderbufferHandleAllocator.allocate(); mRenderbufferMap[handle] = NULL; return handle; } void ResourceManager::deleteBuffer(GLuint buffer) { BufferMap::iterator bufferObject = mBufferMap.find(buffer); if (bufferObject != mBufferMap.end()) { mBufferHandleAllocator.release(bufferObject->first); if (bufferObject->second) bufferObject->second->release(); mBufferMap.erase(bufferObject); } } void ResourceManager::deleteShader(GLuint shader) { ShaderMap::iterator shaderObject = mShaderMap.find(shader); if (shaderObject != mShaderMap.end()) { if (shaderObject->second->getRefCount() == 0) { mProgramShaderHandleAllocator.release(shaderObject->first); delete shaderObject->second; mShaderMap.erase(shaderObject); } else { shaderObject->second->flagForDeletion(); } } } void ResourceManager::deleteProgram(GLuint program) { ProgramMap::iterator programObject = mProgramMap.find(program); if (programObject != mProgramMap.end()) { if (programObject->second->getRefCount() == 0) { mProgramShaderHandleAllocator.release(programObject->first); delete programObject->second; mProgramMap.erase(programObject); } else { programObject->second->flagForDeletion(); } } } void ResourceManager::deleteTexture(GLuint texture) { TextureMap::iterator textureObject = mTextureMap.find(texture); if (textureObject != mTextureMap.end()) { mTextureHandleAllocator.release(textureObject->first); if (textureObject->second) textureObject->second->release(); mTextureMap.erase(textureObject); } } void ResourceManager::deleteRenderbuffer(GLuint renderbuffer) { RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer); if (renderbufferObject != mRenderbufferMap.end()) { mRenderbufferHandleAllocator.release(renderbufferObject->first); if (renderbufferObject->second) renderbufferObject->second->release(); mRenderbufferMap.erase(renderbufferObject); } } Buffer *ResourceManager::getBuffer(unsigned int handle) { BufferMap::iterator buffer = mBufferMap.find(handle); if (buffer == mBufferMap.end()) { return NULL; } else { return buffer->second; } } Shader *ResourceManager::getShader(unsigned int handle) { ShaderMap::iterator shader = mShaderMap.find(handle); if (shader == mShaderMap.end()) { return NULL; } else { return shader->second; } } Texture *ResourceManager::getTexture(unsigned int handle) { if (handle == 0) return NULL; TextureMap::iterator texture = mTextureMap.find(handle); if (texture == mTextureMap.end()) { return NULL; } else { return texture->second; } } Program *ResourceManager::getProgram(unsigned int handle) { ProgramMap::iterator program = mProgramMap.find(handle); if (program == mProgramMap.end()) { return NULL; } else { return program->second; } } Renderbuffer *ResourceManager::getRenderbuffer(unsigned int handle) { RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle); if (renderbuffer == mRenderbufferMap.end()) { return NULL; } else { return renderbuffer->second; } } void ResourceManager::setRenderbuffer(GLuint handle, Renderbuffer *buffer) { mRenderbufferMap[handle] = buffer; } void ResourceManager::checkBufferAllocation(unsigned int buffer) { if (buffer != 0 && !getBuffer(buffer)) { Buffer *bufferObject = new Buffer(mRenderer, buffer); mBufferMap[buffer] = bufferObject; bufferObject->addRef(); } } void ResourceManager::checkTextureAllocation(GLuint texture, TextureType type) { if (!getTexture(texture) && texture != 0) { Texture *textureObject; if (type == TEXTURE_2D) { textureObject = new Texture2D(mRenderer, texture); } else if (type == TEXTURE_CUBE) { textureObject = new TextureCubeMap(mRenderer, texture); } else { UNREACHABLE(); return; } mTextureMap[texture] = textureObject; textureObject->addRef(); } } void ResourceManager::checkRenderbufferAllocation(GLuint renderbuffer) { if (renderbuffer != 0 && !getRenderbuffer(renderbuffer)) { Renderbuffer *renderbufferObject = new Renderbuffer(mRenderer, renderbuffer, new Colorbuffer(mRenderer, 0, 0, GL_RGBA4, 0)); mRenderbufferMap[renderbuffer] = renderbufferObject; renderbufferObject->addRef(); } } }