// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // ResourceManager.h : Defines the ResourceManager class, which tracks objects // shared by multiple GL contexts. #ifndef LIBGLESV2_RESOURCEMANAGER_H_ #define LIBGLESV2_RESOURCEMANAGER_H_ #include "common/NameSpace.hpp" #include "Common/MutexLock.hpp" #include #include namespace es2 { class Buffer; class Shader; class Program; class Texture; class Renderbuffer; class Sampler; class FenceSync; enum TextureType { TEXTURE_2D, TEXTURE_3D, TEXTURE_2D_ARRAY, TEXTURE_CUBE, TEXTURE_2D_RECT, TEXTURE_EXTERNAL, TEXTURE_TYPE_COUNT, TEXTURE_UNKNOWN }; class ResourceManager { public: ResourceManager(); ~ResourceManager(); void addRef(); void release(); GLuint createBuffer(); GLuint createShader(GLenum type); GLuint createProgram(); GLuint createTexture(); GLuint createRenderbuffer(); GLuint createSampler(); GLuint createFenceSync(GLenum condition, GLbitfield flags); 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); Texture *getTexture(GLuint handle); Renderbuffer *getRenderbuffer(GLuint handle); Sampler *getSampler(GLuint handle); FenceSync *getFenceSync(GLuint handle); void checkBufferAllocation(unsigned int buffer); void checkTextureAllocation(GLuint texture, TextureType type); void checkRenderbufferAllocation(GLuint handle); void checkSamplerAllocation(GLuint sampler); bool isSampler(GLuint sampler); sw::MutexLock *getLock() { return &mMutex; } private: std::size_t mRefCount; sw::MutexLock mMutex; gl::NameSpace mBufferNameSpace; gl::NameSpace mProgramNameSpace; gl::NameSpace mShaderNameSpace; gl::NameSpace mProgramShaderNameSpace; // Shaders and programs share a namespace gl::NameSpace mTextureNameSpace; gl::NameSpace mRenderbufferNameSpace; gl::NameSpace mSamplerNameSpace; gl::NameSpace mFenceSyncNameSpace; }; } #endif // LIBGLESV2_RESOURCEMANAGER_H_